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    Default New spells [3.5, PEACH]

    Mordenkainen's Magnificent Mocha
    Conjuration
    Level: Wiz/Sor 1, Cleric 1, Bard 0
    Components: V, S
    Casting Time: 1 standard action
    Duration: 1 hour/CL
    Range: Touch
    Target: a cup or mug, upright, capable of holding at least an additional 12 oz.
    Saving Throw: See text
    Spell Resistance: No

    By means of this spell, a caster may create 12 ounces of coffee. This coffee is very hot, and remains magically so for the duration. It may be splashed over an enemy as a full-round action to cause 1d4 damage (Reflex negates). If drunk, this coffee confers the benefits of a full eight hours of sleep on the character drinking. When the spell duration expires, this effect vanishes, and the character must immediately make any appropriate checks for ill effects due to lack of sleep.


    Fourier Transform
    Transmutation
    Level: Wiz/Sor 8, Cleric 8
    Components: V, S, M
    Casting Time: 5 minutes
    Duration: Instantaneous
    Range: Touch
    Target: 1 creature and all that they carry
    Save: None (Willing target only)
    Spell Resistance: Yes

    When this spell is cast on a creature, they vanish instantly. They are held in stasis until recovered by another casting of this spell, and the caster recovering them must know either their true name or a detailed history of their entire life (Both are DC 30 Knowledge checks of whatever type is appropriate). For every month during which a creature is under the effects of this spell, they must make a DC 25 Will save. Every time that they fail this save, they take one point of ability drain to each ability score. Although this spell is permanent, it does not have a target which remains in existance, and so it does not produce any magical aura, nor does it present a target for dispel magic or mordenkainen's disjunction.

    Arcane Material Component: A small box covered in buttons which are labelled with numbers and mathematical operators.


    Fast Fourier Transform
    Transumtation
    Level: Wiz/Sor 8, Cleric 8
    Components: V, S, M
    Casting Time: 1 round
    Duration: Permanent
    Range: Touch
    Target: 1 creature and all that it carries
    Save: None (Willing target only)
    Spell Resistance: Yes

    When this spell is cast on a creature, they vanish instantly. They are held in stasis until recovered by another casting of this spell, and the caster recovering them must know either their true name or a detailed history of their entire life (Both are DC 30 Knowledge checks of whatever type is appropriate). For every hour during which a creature is under the effects of this spell, they must make a DC 35 Will save. Every time that they fail this save, they take one point of ability damage to each ability score. The creature does not heal while under this effect. Although this spell is permanent, it does not have a target which remains in existance, and so it does not produce any magical aura, nor does it present a target for dispel magic or mordenkainen's disjunction.

    Arcane Material Component: A small box covered in buttons which are labelled with numbers and mathematical operators.


    Divide By Zero Error
    Evocation
    Level: Wiz/Sor 7
    Components: V, S
    Casting Time: 1 round
    Duration: Instantaneous
    Range: Personal
    Target: 10 foot radius sphere around self
    Save: Reflex Negates
    Spell Resistance: No

    Everything within the area of effect is instantly obliterated, and cannot be brought back from the dead without direct divine intervention. You do not receive a save to escape. Creatures only partially within the sphere gain a +5 bonus to their saves. The caster is always affected by this spell, even if they somehow manage to be outside the area of effect. No amount of mundane or magical coercion can cause a character to cast this spell against their will.

    Awaken Vulcanism
    Transmutation
    Level: Druid 5
    Components: V, S
    Casting Time: 1 round
    Duration: 1 round/CL
    Range: 10 feet/CL
    Target: 20 foot radius sphere
    Save: See text
    Spell Resistance No

    This spell causes the target area to become volcanically active. Every round, roll a d6 and consult the table.

    {table]1-3|Nothing

    4|Geyser eruption, all in area take 1d6 damage

    5|Steam vent, all in area blinded for 1d3 rounds and take 1d4 damage

    6|Roll on table below[/table]

    {table]1|Boiling mud, all in area slowed and take 2d4 damage/round until washed off.

    2|Poisonous vapours, all in area must make a Fortitude save or be unable to act for a round, lasts for one minute.

    3|Lava eruption, all within 10' of area take 1d8 damage, all in area make a Reflex save or take 3d10 damage (save halves).

    4|Ash eruption, all in area save vs. spells or take 2d6 damage and be slowed until cleaned with alcohol. If not cleaned within ten minutes, the ash will harden and immobilise them until cleaned.[/table]


    Nudge Ill-Fortune
    Necromancy
    Level: Cleric 6, Wiz/Sor 7
    Components: V, S, M
    Casting Time: 1 hour
    Duration: Permanent
    Range: Zero
    Target: Sphere with radius 1 mile/CL
    Save: None
    Spell Resistance Yes

    When this spell is cast, an entire area becomes cursed. Whenever someone within the area attempts a check, attack roll, saving throw or similar by rolling a d20, taking ten, or taking twenty, and exactly meets the DC after all modifiers, they fail the check.

    Arcane Material Component: A bag of assorted rare herbs, worth 1000 gp on the open market.


    Although I am working on my own magic system, I like to keep my hand in. These were cobbled together while I had no internet access on Notepad, so apologies in advance for anything stupid.
    Last edited by Fortuna; 2009-12-21 at 03:10 PM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

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    Default Re: New spells [3.5, PEACH]

    So...divide by zero error kills you, without any chance of return? Hooray for epic deaths to save the party! You spelled receive wrong somewhere in there too.
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    Default Re: New spells [3.5, PEACH]

    Such was the intention, yes. Thanks for the spelling correction.
    Last edited by Fortuna; 2009-12-20 at 05:47 PM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    NecromancerGirl

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    Default Re: New spells [3.5, PEACH]

    Just say "The individual whose will triggers the casting of this spell is affected, even they are outside the area, and without recourse to any special ability of any kind whatsoever."

    That stops the most obvious cheese with Divide By Zero error.

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    Default Re: New spells [3.5, PEACH]

    Except that that gets really weird really fast. What happens if the caster is charmed, for instance? Or under the influence of suggestion? With my method, that is obvious, but with your method it would be a tricky call to determine who dies, no save.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Milskidasith's Avatar

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    Default Re: New spells [3.5, PEACH]

    It says reflex negates, then says that there is no save. I'm confused.

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    Default Re: New spells [3.5, PEACH]

    The caster gets no save. Everyone else in the area does.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Barbarian in the Playground
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    Default Re: New spells [3.5, PEACH]

    Just use the earthbound spell metamagic, or something like it. That way, you can cast it without dying.

    Would contingency work on that?

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    Default Re: New spells [3.5, PEACH]

    Contingency would, I suppose, although I didn't realize you could use it on 7th level spells. What is earthbound spell?
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    The coffee one is confusing. The range is touch? Do you touch something, and a second later, the drink appears? Or do you touch someone or something, and the container of the liquid appears somewhere where the coffee can stably be held or kept in the container?
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    Default Re: New spells [3.5, PEACH]

    You touch the container, and it fills with coffee.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Random_person View Post
    You touch the container, and it fills with coffee.
    Oh. I missed the target part, unless you just changed it.

    Dispel magic is messed up in the description of fast fourier transform. It says [i]dispel magic[/b].
    Last edited by Temotei; 2009-12-20 at 06:36 PM.
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    Default Re: New spells [3.5, PEACH]

    Fixed. That's what you get for trying to type these things up on Notepad.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Barbarian in the Playground
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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Random_person View Post
    Contingency would, I suppose, although I didn't realize you could use it on 7th level spells. What is earthbound spell?
    Its in PHB2 I believe and it allows you to "place a spell" on a 5-foot square that becomes cast either when a creature steps on it, or after something like 10min/per CL. With Divide by Zero Error, you now have save or die land mine for the equivalent of something like an 8th level spell.
    Last edited by Krazddndfreek; 2009-12-20 at 06:44 PM.

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    Default Re: New spells [3.5, PEACH]

    Huh. That might be a problem. I'll fix that.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Barbarian in the Playground
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    Default Re: New spells [3.5, PEACH]

    Actually, Earthbound spell raises it by two levels So I guess it wouldn't be overpowered or anything. It also allows a search check to identify for anyone who doesn't want to step on it, and it actually lasts only one hour. A caveat is that it can't be applied to any spell with a range of personal. So you could just change it to personal range, and be done with it (assuming it isn't personal already.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Krazddndfreek View Post
    Actually, Earthbound spell raises it by two levels So I guess it wouldn't be overpowered or anything. It also allows a search check to identify for anyone who doesn't want to step on it, and it actually lasts only one hour. A caveat is that it can't be applied to any spell with a range of personal. So you could just change it to personal range, and be done with it (assuming it isn't personal already.
    Hahaha This was all for naught.
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    Barbarian in the Playground
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    Default Re: New spells [3.5, PEACH]

    It was worth a try.

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    Default Re: New spells [3.5, PEACH]

    Well, it was personal all along. How do the other spells look?
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Random_person View Post
    Except that that gets really weird really fast. What happens if the caster is charmed, for instance? Or under the influence of suggestion? With my method, that is obvious, but with your method it would be a tricky call to determine who dies, no save.
    The point was to avoid Suggestion: "that spell of yours is so rad, why don't you cast it?".

    If the caster decides to cast it, then they die, but if someone uses magical or mundane means to convince the caster to cast it then that is the person who dies.

    Alternatively, "no amount of magical or mundane coercion can cause a character to cast this spell against his will".

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    Default Re: New spells [3.5, PEACH]

    I like these. They're good. HA! Divide by Zero! I especially like the Mordenkainen's Magnificent Mocha spell. As an avid player/reader of Greyhawk, this is something I can see him coming up with.
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    Default Re: New spells [3.5, PEACH]

    Magnificent Mocha is a little powerful for a level one spell, if I'm reading it right. It's so-so at low levels, sure, but it allows a high-level caster to fully recharge his spells with just the study time and lasts long enough for that to be pretty significant. If that's the general idea, I'd at least drop the duration to, oh, an hour + 10 min./level, or an hour + 1 min.level, to allow a caster stuck in a dungeon to recharge his spells but give him only a limited time window to enjoy the boost.

    Or if you just want it to delay fatigue, make sure that the 'rest' doesn't count for purposes of spell recovery.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Lapak View Post
    Magnificent Mocha is a little powerful for a level one spell, if I'm reading it right. It's so-so at low levels, sure, but it allows a high-level caster to fully recharge his spells with just the study time and lasts long enough for that to be pretty significant. If that's the general idea, I'd at least drop the duration to, oh, an hour + 10 min./level, or an hour + 1 min.level, to allow a caster stuck in a dungeon to recharge his spells but give him only a limited time window to enjoy the boost.

    Or if you just want it to delay fatigue, make sure that the 'rest' doesn't count for purposes of spell recovery.
    You need eight hours of restful calm in order to prepare spells, even if you don't need the sleep - elves have to rest eight hours, for example, even though they only need four hours' sleep. Additionally, you can never recover a spell expended in the last eight hours.

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    Default Re: New spells [3.5, PEACH]

    Divide by Zero now has that new clause. Magnificent Mocha, if the system works the way that I think it does, means that you can, in fact, go without sleep entirely, and it was intended to allow spell recovery. The thing is that you lose one (admittedly unimportant, but still) first level spell slot every day forever, and if you ever get incapactitated for a day and miss your fix, well... what are the effects of going a few months without sleep? Anyone?
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by lesser_minion View Post
    You need eight hours of restful calm in order to prepare spells, even if you don't need the sleep - elves have to rest eight hours, for example, even though they only need four hours' sleep. Additionally, you can never recover a spell expended in the last eight hours.
    You're certainly right about the 'spells cast within the last 8 hours can't be recovered' rule, but the spell is sufficiently vague about 'all the benefits' that it could definitely be intended to include spell recovery...

    Quote Originally Posted by Random_person View Post
    Divide by Zero now has that new clause. Magnificent Mocha, if the system works the way that I think it does, means that you can, in fact, go without sleep entirely, and it was intended to allow spell recovery. The thing is that you lose one (admittedly unimportant, but still) first level spell slot every day forever, and if you ever get incapactitated for a day and miss your fix, well... what are the effects of going a few months without sleep? Anyone?
    ...and it is. And I don't think that the spell is a good idea; a level one slot isn't enough to eliminate sleep as a concern forever, and a limitation that will outright kill the PC if they're ever unable to fulfill it is not one that is useful as a balance - which is the inevitable result if a caster stacks this for more than a week or so running.

    My main concern, in any event, is that the spell as written allows a wizard to completely reset their spell list for the day in an hour's time. (Spells that they haven't cast can be abandoned when setting up the spell list after a rest without the 8-hour consideration.)

    Taken all in all, I think that a lesser duration is important to prevent abuse, and that further limitations should be put in place to avoid the never-sleep-again angle, because that leads to an overpowered situation that can only be ended by death. Perhaps a 'the caster cannot benefit again from this spell until they have had 8 hours of natural rest' clause, or some such.

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    Default Re: New spells [3.5, PEACH]

    No, I like the addiction possibility. And I just realized: one 1st level slot doesn't sort you forever. Actually, assuming a twentieth level caster, you need more than that. I could run the numbers, but one first level spell slot actually replaceseight hours of sleep. Every day of missed sleep, you need to burn another first level slot per day. After a week, you're burning 6-7 1st level slots a day. After a month, that goes up to 30-odd. How many spell slots will the average wizard not need to touch?
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    No more comments? Anyone? I can throw out another spell, if that's what it will take.

    Learn From Mistakes
    Abjuration
    Level: Cleric 2
    Components: V, S
    Casting Time: 1 full-round action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    By means of this spell, a caster grants a target the ability to learn incredibly fast. Whenever the target fails a check, and then has occasion to repeat the check within the duration of the spell, they gain a stacking +1 circumstance bonus to the check. However, they may only gain this bonus for a number of specific types of check equal to the greater of their or the caster's Intelligence modifier (minimum 1). The check type must be very specific, but may include attack rolls: for example, "Use Rope checks" would not be a valid choice, but "attack rolls against that goblin there" would.
    Last edited by Fortuna; 2009-12-23 at 12:50 AM.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    Quote Originally Posted by Random_person View Post
    No more comments? Anyone? I can throw out another spell, if that's what it will take.

    Learn From Mistakes
    Abjuration
    Level: Cleric 6
    Components: V, S
    Casting Time: 1 full-round action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    By means of this spell, a caster grants a target the ability to learn incredibly fast. Whenever the target fails a check, and then has occasion to repeat the check within the duration of the spell, they gain a stacking +1 circumstance bonus to the check. However, they may only gain this bonus for a number of specific types of check equal to the greater of their or the caster's Intelligence modifier (minimum 1). The check type must be very specific, but may include attack rolls: for example, "Use Rope checks" would not be a valid choice, but "attack rolls against that goblin there" would.
    This isn't worth a sixth level slot. Maybe a weak second level, maybe. Yes, you can get up to a +20 with this... but if you fail to kill a single goblin 20 times, it's not useful. Plus, True Strike already gives a +20 to your attack rollss

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    Default Re: New spells [3.5, PEACH]

    Whoops. That would be my first edition balancer kicking in.
    If I creep into your house in the dead of night and strangle you while you sleep, you probably messed up your grammar.

    I'm always extremely careful to hedge myself against absolute statements.

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    Default Re: New spells [3.5, PEACH]

    Learn from Mistakes would be more powerful for an archivist of course... The only place I can think of where it gets cheesy is with multiple rounds of full attacks.
    Last edited by DracoDei; 2009-12-23 at 01:27 AM.
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