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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-28-2009, 07:58 PM   Top  -  End  -  #1
watsyurname529
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Default Wats' Wonderful Homebrews [3.5] [New Magic Hat]

This is my homebrew thread for all the stuff I've made, but haven't posted yet. I'm posting this for anyone to use and comment on.

I would enjoy and PEACHing that anyone can do on any of the stuff I post here. I have some idea of balance, but I'm not perfect.

If you have any ideas and/or request, just post or PM them to me and I'll take a look at them.

I will post each new thing I create in a new post as well as archiving it in the library post below.

Enjoy!

Archiving Note: I'm currently in the process of finding and posting all my homebrew stuff. I have a temporary organized list right now. Later I'll make it more specific and alphabitize them all. Now, I've hit the limit on the amount of stuff you can put in a post, so I'm going to have to use this post as well for archives. After that, well... I'm not sure.

Eberron Firearms
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Last edited by watsyurname529 : 10-19-2009 at 04:19 PM.
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Old 01-28-2009, 07:59 PM   Top  -  End  -  #2
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

[Reserved for the Homebrews]

Equipment [Weapons, Armor, Magic Items, etc.]
Spoiler

Classes [Base/PrC's]
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Creatures [Races, Monsters, Templates]
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Last edited by watsyurname529 : 10-22-2009 at 04:16 PM.
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Old 01-29-2009, 03:14 AM   Top  -  End  -  #3
Bhu
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Default Re: Wats' Wonderful Homebrews [3.5]

I'll be peeking at it :D
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Old 01-29-2009, 06:38 AM   Top  -  End  -  #4
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Default Re: Wats' Wonderful Homebrews [3.5]

For some reason the words "Flaming Caltrops" had me LOLing. I don't know exactly why, but I had to stop in my review process right then and there and type this.
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Old 01-29-2009, 02:18 PM   Top  -  End  -  #5
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Default Re: Wats' Wonderful Homebrews [3.5]

Well, I'm still going through it, but it looks like the Gloves of Kobold Thievery are underpriced - I made it 2,200gp by the table for estimating custom item prices. I'd reword the Flash Coins as 'they may be thrown at a target as a ranged touch attack, inflicting blindness for one round and dazzling the target for d4 rounds.' The current 'when thrown you must make a Fortitude Save' is problematic - at the moment it could be read to mean that this is some kind of uber-coin of awesome and affects everyone in the multiverse!

Flaming and Exploding caltrops sound quite entertaining, although they may set a dangerous precedent - Vorpal caltrops anyone?
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Old 01-29-2009, 07:31 PM   Top  -  End  -  #6
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by lesser_minion View Post
Well, I'm still going through it, but it looks like the Gloves of Kobold Thievery are underpriced - I made it 2,200gp by the table for estimating custom item prices. I'd reword the Flash Coins as 'they may be thrown at a target as a ranged touch attack, inflicting blindness for one round and dazzling the target for d4 rounds.' The current 'when thrown you must make a Fortitude Save' is problematic - at the moment it could be read to mean that this is some kind of uber-coin of awesome and affects everyone in the multiverse!

Flaming and Exploding caltrops sound quite entertaining, although they may set a dangerous precedent - Vorpal caltrops anyone?
I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp. Also there's the requirement that you need ranks in the skills to get the bonuses which should reduce the price slightly.

I'll make those edits to the Flash Coin. That will make it easier to understand. Thanks.

I enjoyed creating the Flaming/Exploding caltrops. I'll probably be creating more interesting ones later.
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Old 01-29-2009, 07:48 PM   Top  -  End  -  #7
lesser_minion
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by watsyurname529
I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp. Also there's the requirement that you need ranks in the skills to get the bonuses which should reduce the price slightly.
That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.

With respect to the requirement to have a skill to gain a buff to it, I don't think I'd award a discount. Small skill buff items aren't a great choice for characters without the appropriate skills anyway. IIRC, the guideline for discounting items based on requirements was if the item was seriously dependent on the skill check - Crystal Balls were dependent on Scry (when it existed) when that guideline was written. The thing about discounts for items with requirements is broken in some senses anyway (getting a discount on your magic item whilst making it useless to anyone who steals it, for example)

The Wizard's Glasses should cost an extra 4000gp+0xp to create for the material components used in casting identify 2/day. It also has the price increase for multiple-ability items which take up an item slot.

Last edited by lesser_minion : 01-29-2009 at 08:19 PM.
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Old 01-29-2009, 08:04 PM   Top  -  End  -  #8
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Default Re: Wats' Wonderful Homebrews [3.5]

Interesting items. I haven't had a chance to really look them over though.

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Old 01-29-2009, 08:21 PM   Top  -  End  -  #9
Draz74
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by lesser_minion View Post
That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.
800, actually. Bringing the total up to 2400, not 2200.
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Old 01-29-2009, 08:22 PM   Top  -  End  -  #10
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by lesser_minion View Post
That's right, but the guidelines also have (it's hidden away in a little box on the opposite page, I think) a rule that says that you add 50% to the price of each ability after the first on an item that takes up a body slot, because it's more valuable - that adds 600gp.

With respect to the requirement to have a skill to gain a buff to it, I don't think I'd award a discount. Small skill buff items aren't a great choice for characters without the appropriate skills anyway. IIRC, the guideline for discounting items based on requirements was if the item was seriously dependent on the skill check - Crystal Balls were dependent on Scry (when it existed) when that guideline was written. The thing about discounts for items with requirements is broken in some senses anyway (getting a discount on your magic item whilst making it useless to anyone who steals it, for example)
Ah. Well that explains it. I upped the price to 2,250gp. It's a little off mainly because of it's just small skill bonuses. I do see your points on the discounted price. Thank you for pointing that out.

Also thanks for the edit critique on the Wizard's Spectacles. I'll add in the price for creation.

Anyway, I posted some content in the Races/Monsters/Templates section. I posted my Moogle and started transferring my Undead Mods, begining with the Boneweapon Zombie/Skeleton.

Last edited by watsyurname529 : 01-29-2009 at 08:25 PM.
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Old 01-29-2009, 08:30 PM   Top  -  End  -  #11
lesser_minion
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by Draz74 View Post
800, actually. Bringing the total up to 2400, not 2200.
Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)

The Warforged screwdriver is quite entertaining, but it could be a bit overpowered (acquired at 4th level - 6d8hp healing is a lot). I'm not a Warforged expert though.

The multi-ability pricing applies to a few more items as well.
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Old 01-29-2009, 08:33 PM   Top  -  End  -  #12
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by lesser_minion View Post
Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)

The Warforged screwdriver is quite entertaining, but it could be a bit overpowered (acquired at 4th level - 6d8hp healing is a lot). I'm not a Warforged expert though.

The multi-ability pricing applies to a few more items as well.
I'll check through the prices and edit them accordingly. The Warforged Screwdriver is based of the Healing Belt in the MIC which does the same thing but heals creatures and damages zombies. The Healing Belt costs only 750gp. So I upped the price a bit to make it probably a little more balanced, but still close. I'm glad you like it. My warforged sure like it, alot.
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Old 01-29-2009, 08:42 PM   Top  -  End  -  #13
Draz74
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by lesser_minion View Post
Really? I read it as each additional ability you add to something. It seems a bit unreasonable to pay 12000gp to fuse two stat-buff items (at 4k each!)
I'm ... not understanding your thought process. How did I say a two-stat-buff item would be 12k? 1600 * 1.5 = 2400.

An amulet that gave both +2 Constitution and +2 Wisdom would, indeed, cost less than 12k. It would cost 10k. (Although Wats is using Magic Item Compendium, which changed this rule ... so said amulet would only be 8k ...)

Every ability of an item except its most expensive ability costs 1.5x what it would cost by itself.

Quote:
Originally Posted by watsyurname529 View Post
I'll check through the prices and edit them accordingly. The Warforged Screwdriver is based of the Healing Belt in the MIC which does the same thing but heals creatures and damages zombies. The Healing Belt costs only 750gp. So I upped the price a bit to make it probably a little more balanced, but still close. I'm glad you like it. My warforged sure like it, alot.
People have been known to call the Healing Belt overpowered. It's certainly not a game-breaker, and I use it; but it might be better priced at 1000 itself. Plus, it uses a body slot. Your screwdriver does not. The standard guideline for making a body-slot effect slotless is x2 cost. Of course, yours also doesn't have the marginal use of damaging undead. I think 1500 would be a fair compromise for the Screwdriver.
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Old 01-29-2009, 08:57 PM   Top  -  End  -  #14
lesser_minion
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by Draz74
Every ability of an item except its most expensive ability costs 1.5x what it would cost by itself.
We seem to be in agreement there. There were four abilities, three of which went up 50%, and every ability was 400gp. That adds up to 2200gp, not 2400. The example fused stat-buff item was mainly there because I was worried that I'd end up paying ridiculous amounts of money for an item I usually give my characters for uniqueness reasons. (the main custom item I request is always that sort of thing)

Last edited by lesser_minion : 01-29-2009 at 09:04 PM.
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Old 01-29-2009, 09:10 PM   Top  -  End  -  #15
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

I know the debate over the healing belt. I don't think it's that bad of an item. I've never had problems with it though. Anyway, I did not take into account the slot-less part of the Warforged Screwdriver. I shall edit the price accordingly.

Thanks for the nitpicking help! I'm glad you like all the stuff and are willing to help.
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Old 01-29-2009, 10:55 PM   Top  -  End  -  #16
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Default Re: Wats' Wonderful Homebrews [3.5]

Here is my first custom item to be new on this thread! I'm having a slight difficulty determining price because I have nothing really to base it off of.

Sticky Caltrops
Price: 1,000 gp
Body Slot: — (Held)
Caster Level: 3rd
Aura: Faint; (DC 17) Transmutation
Activation: Standard
Weight: 2 lb.

This brown leather bag has several sharp points and has a few runes incribed upon it. Caltrops are pulled out of the bag, but they're not normal ones. They are greenish and have a slight sticky feeling to them.

This bag allows you to produce Sticky Caltrops. Sticky Caltrops look like normal ones until stepped on. When stepped on, the caltrops pierce and deal 1 point of damage and then turn into a very sticky adhesive. The adhesive inflicts a -1 penalty to AC and Reflex saves due to the added difficulty of moving around for 5 rounds. The normal half-speed movement penalty still applies and lasts for only 12 hours (because the wound isn't as bad as normal caltrops), or until the creature is successfully treated with a DC 13 Heal check, or until it receives at least 1 point of magical healing. You can produce Sticky Caltrops 3/Day after which the bag becomes inactive till the following day at dawn.

Prereqs: Craft Wondrous Item, Web, Caltrops (Spell Compendium)
Cost to Create: 500gp, 40 XP, 1 Day

Last edited by watsyurname529 : 01-31-2009 at 03:58 PM.
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Old 01-30-2009, 01:58 AM   Top  -  End  -  #17
Draz74
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Default Re: Wats' Wonderful Homebrews [3.5]

@lesser_minion: OK, I got confused. I was just going off of this:

Quote:
Originally Posted by watsyurname529 View Post
I used the formula for skills in the DMG using Skill Bonus Squared x 100gp. So thats 4(2^2 x100) which equals 1,600gp.
I thought that's what you were multiplying by 1.5.
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Old 01-30-2009, 11:11 PM   Top  -  End  -  #18
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

I'm also going to be doing quite a few quick, simple, easy access 3-5 Level PrC's for more customization of characters without complicated multiclassing and high levels. Here is my first idea, a 3 Level Blunt weapon specialist; Any thoughts?

SLEDGEHAMMER

"It's hammer time!"

A Sledgehammer is a blunt weapon specialist. They are brutal fighters who favor warhammers and maces over blades and spears. They focus on dealing high damage and crushing their opponents with great strength. Some of their attacks leave enemies dazed and thrown back.

Requirements
To qualify to become a Sledgehammer, you must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Power Attack, Weapon Focus (Any melee Bludgeoning)

Class Skills
The Sledgehammer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Indimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str)
Skills Points at Each Level : 2 + Int Mod

Hit Dice: d10

LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+0
+0
Bludgeoning Specialist, Breakin' Things
2nd
+2
+3
+0
+0
Hammer Time, Momentum
3rd
+3
+3
+1
+1
Blunt Trama

Weapon Proficiencies: A Sledgehammer gains no new proficiencies.

Bludgeoning Specialist (Ex): A Sledgehammer starts by focusing on the use of blunt weapons, such as the warhammer or mace. A Sledgehammer gains Weapon Specialization with the weapon he has Weapon Focus with as a bonus feat.

Breakin' Things (Ex): A Sledgehammer is an expert in breaking objects with their hammers and maces. A Sledgehammer ignores half the hardness of an object.

Hammer Time (Ex): A Sledgehammer learns to use the mass and weight of blunt weapons to gain greater momentum and cause more damage. A Sledgehammer gains an additional +2 to Attack and Damage on a charge.

Momentum (Ex): A Sledgehammer has tremendous momentum in their swings and become harder and harder to stop once they've started. For each successful hit, the Sledgehammer gains a +1 Attack/Damage. The bonus can not exceed your BAB. If you miss the bonus is lessened by 1; if you are hit or inflicted with any damage, the bonus is halved, rounded down (i.e. 1 becomes 0).

Blunt Trama (Ex): A Sledgehammer studies and gains the use of several techniques to use in combat. A Sledgehammer may use one of the techs below once per encounter.
Dazzled: Using Power Attack with at least a -3 penalty, you make an attack as a standard action against an enemy. If the attack hits, you deal normal damage plus the target is dazed for one round.
Swinging Bullrush: Make a bullrush attempt against an enemy. If the bullrush attempt succeeds, you deal your base weapon damage in addition to pushing the target back as normal.

Last edited by watsyurname529 : 10-12-2009 at 10:35 PM.
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Old 01-30-2009, 11:13 PM   Top  -  End  -  #19
The Neoclassic
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Default Re: Wats' Wonderful Homebrews [3.5]

The Sledgehammer class is kind of hilarious. (In a good way!)

Last edited by The Neoclassic : 01-30-2009 at 11:13 PM.
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Old 01-30-2009, 11:19 PM   Top  -  End  -  #20
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by Queenfange View Post
The Sledgehammer class is kind of hilarious. (In a good way!)
Thanks! I try for to make things unexpected. I'll be having more of these small PrC's on the way.
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Old 01-30-2009, 11:37 PM   Top  -  End  -  #21
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Default Re: Wats' Wonderful Homebrews [3.5]

As someone who heartily supports the use of maces, I approve of this PrC.
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Old 01-31-2009, 01:42 PM   Top  -  End  -  #22
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by Juhn View Post
As someone who heartily supports the use of maces, I approve of this PrC.
Thanks!

Well I've added more of my Undead Mods and I've added my Eberron system of Firearms.

Feel free to use and critique.
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Old 01-31-2009, 02:23 PM   Top  -  End  -  #23
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Default Re: Wats' Wonderful Homebrews [3.5]

I love the sticky caltrops idea, but for prerequisites for item creation you might consider a spell like web or stick instead of grease.
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Old 01-31-2009, 04:32 PM   Top  -  End  -  #24
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by PollyOliver View Post
I love the sticky caltrops idea, but for prerequisites for item creation you might consider a spell like web or stick instead of grease.
Ah. That's a better spell to use. Thanks! I couldn't think of (or find) anything like that so I put grease as a loose requirement.

Added more Undead Mods!
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Old 02-01-2009, 04:37 AM   Top  -  End  -  #25
Bhu
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Default Re: Wats' Wonderful Homebrews [3.5]

I haven't had a chance to peek at them thoroughly but i may have to give your artificer guns some playtesting :D
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Old 02-01-2009, 02:08 PM   Top  -  End  -  #26
watsyurname529
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Quote:
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I haven't had a chance to peek at them thoroughly but i may have to give your artificer guns some playtesting :D
I've play tested them some and I find they're quite useful and balanced. They're just better, and more expensive, crossbows. It's the Spellguns and stuff I have yet to play test.

Anyway, here's the first spell(s) to be homebrewed on this thread!

Force Bolt, Lesser
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100ft + 10ft/CL)
Effect: One Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

After preforming a quick movement of your hand, a blast of force erupts from your outstretched palm.

A bolt of force flies from your palm at a target. The bolt deals (1d4+1) per CL (Max 5d4+5) force damage. The attack requires a ranged touch attack roll to hit. Since it is a force effect, the spell can hit incorpreal creatures.

Force Bolt
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100ft + 10ft/CL)
Effect: One Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A more intricate gesture of your hand, a greater pluse of pure force flows out your outstretched arm.

A greater bolt of force flies from your palm at a target. The bolt of force deals (1d6+1) per CL force damage (Max 10d6+10). The attack requires a ranged touch attack roll. Since it is a force effect, the spell can hit incorpreal creatures.

Double Barrel Force
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100ft + 10ft/CL)
Effect: Two Rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You preform a simple incantation with both of your arms, and a bolt of force comes screaming out of both palms.

A bolt of force flies out both of your palms, hitting two targets, or the same one twice. The spell fires two bolts of force, each dealing (1d4+1) per CL of force damage (Max 5d4+5 each). You may fire a bolt at two different targets, or the same target. Both require a ranged touch attack roll. Since this is a force effect, this spell can hit incorpreal creatures.

Last edited by watsyurname529 : 02-05-2009 at 07:08 PM.
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Old 02-04-2009, 05:17 PM   Top  -  End  -  #27
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

Whoo! The forums are back online! No comments on my spells? I would at least like one other opinion because I'm not too sure on the balance.
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Old 02-05-2009, 12:43 AM   Top  -  End  -  #28
lesser_minion
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Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

Lesser Force Bolt seems a bit weak for a 2nd level spell - once you hit relatively high levels, a magic missile (which is lower level as well) is much more useful. That leaves you with a few extra levels of dealing 10-25 points of damage, at a point when you have somewhat better uses for 2nd level spells and most of your party has better ways to deal damage.

The Force Bolt is good - quite a bit of damage, which is unlikely to be resisted by the target.

I don't really like Double Barreled Force - this has the problem of being the same level as Force Bolt, but less damaging and less likely to work - not a great trade, even for the added versatility of two bolts.

Otherwise, interesting ideas - they could mesh fairly well with the Force Missile Mage character concept.
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Old 02-05-2009, 01:34 AM   Top  -  End  -  #29
xanaphia
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Default Re: Wats' Wonderful Homebrews [3.5]

Quote:
Originally Posted by watsyurname529 View Post
The bolt deals (1d4+1)/CL (Max 5d4+5)
I'm assuming that you mean 1d4+1 per caster level, max 5d4+5. Remember that you could interpret it as 1d4+1 divided by caster level.

The spells look fine to me.
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Old 02-05-2009, 07:07 PM   Top  -  End  -  #30
watsyurname529
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Default Re: Wats' Wonderful Homebrews [3.5] [Added Spells!]

Hmm... Yeah... I'm not sure on what to do for Force Bolt, Lesser to give it any more with out copying other spells. The Double Barrel Force I'll put down to third level and take out the penalty to attack.
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