over the years i've designed several spells unique to my campaingn worlds(usually fr ) heres a sample ,tell me if u like or dislike. Gravity Well transmutation level:drd 8 sor/wiz 7 components:v,s,m /d.f. range:100' + 10' per lvl area:up to 10 cubic feet per 2 lvls duration:1 round per lvl saving throw: reflex (partial) spell resistance:no this spell creates an invisible cube of crushing gravity. any creature (or object) caught in the area of effect must make a reflex save or be driven prone. a flying or climbing creature takes a -4 penalty.if such a creature fails its save it's pulled to the ground taking triple falling damage (3d6 per 10') and is stunned for 1d6 rounds. each round a creature or object remains in the area of effect a new save must be made. a creature making its save remains standing( or regains it's feet) but is slowed(no save) and treated as severly encumbered. this spell will fail if cast underwater or in a weightless enviorment such as the astral plane. material componenet:a lump of lead weighing at least 1 lb this spell was origanally created by an unknown archmage in the heady days at the height of nethril's power. it was discovered in a ruin within the badlands east of the former port of ascore by a band of adventueres,who's wizard member widely sold and traded the spell for months before dissapearing on a second sorte into the ruin hope you like it,any feedback would be greatly appriciated :hug:
well nobody responded to my last one,but nearly 100 views.i hope some of you liked it...here's another. Torrent conjuration(creation) (water) level:drd 2 components:v,s,/d.f. casting time:1 standard action rangeclose)10' + 5' every 2 levels (max 30') target: 1 creature or object duration:1 round every 2 levels (max 4) saving throw:yes(special) spell resistance:no Upon completion of this spell,a powerful jet of water shoots from the casters hands. A ranged touch attack is made(no range modifiers) and if the attack is sucessful,an opposed str check is made v.s. the spells d.c. 20 str. if the str check fails the taget is pushed back(as a ranged bull rush) to the limit of the spell,if the check is sucessful the target is not pushed back and must suceed on another check to move forward. Whether sucessful or not, if the attack hits, the taret suffers a -1 penalty to hit and ac from the intense spray of water. The spell caster can choose salt or fresh water during the casting. Creaures of huge or larger size are simply to big to be affected, and creatures of the fire sub type which are affected by emmersion in water(fire elementals,salamanders etc.) take 1d6 points of damag per caster level (max 5d6) per round of exposure. Finally after the spell ends all water emitted by the spell vanishes and cant be drunk or collected.
ty shining one, ill post a few more after work.i realize these cant be used the toee game but they're fun anyway :largeclap
This is one of the first spells i designed as a dm back in the early 80's...enjoy.I later used it as a special attack from a monster called a storm spider. :evil: Shocking Web evocation(electricity)/conjuration(creation) level:sor/wiz 4 components:v,s,m casting time: 1 standard action range: medium (100' + 10' per level) effect: electrical webs in a 20' spread duration: 10 min/ per level ( D ) saving throw: reflex negates ( as web spell )/none for electrical damage magic resistance:no for web/yes for electrical damage This spell simply combines shocking grasp and web,any creature caught in the spells area of effect suffers 5d6 points of electrical damage in addition to being entangled. dm note: even creatures making their reflex save still take electrical damage( no save ) material component: a bit of spider web from a storm spider
This is one i designed more recently, we all got a laugh at the aasimar paladin's expense when this spell was cast on him while he was trying to explain to king azoun 4th why the bandit leader escaped...he failed his save with a natural 1...priceless. Ardent Discord enchantment (compulsion) (language dependent, mind affecting) level:brd 2 sor/wiz 3 components: v,m casting time:1 standard action range:close (25' + 5' per 2 levels) target: one living creature duration: one round per level saving throw: will negates magic resistance: yes when cast, the target must make a will save or be forced to loudly and enthusiasticaly speak complete gibberish when ever the victim tries to speak.The victim takes a -4 penalty to all language and charisma based skills(including turning or rebuking undead) such as diplomacy,bluff etc. in addition using command words to activate magical items is impossible,and a caster attempting to cast a spell with a verbal component must suceed a concentration check (-4) or the spell will be ruined. note however that telepathy and magic items activated with thought are not affected by this spell,nor is other non-verbal communication. material component: a small piece of brain from a gibbering mouther this spell was originally designed by the adventurer,scoundrel and mischief maker Otto Firewine. An acomplished bard and preformer he delighted in mean spirited and humiliating practical jokes,and this spell was developed for just that. He would employ magical diguises and cast this spell on would be suiters in taprooms and on "stuffed shirts" in the royal court( when Vandy wasnt looking) of cormyr. He eventually cast it on the wrong person(a disguised assassin getting close to his mark), and a spectacular roof top chase ensued all across suzail where otto was apparently slain. Curiously the same pattern has begun to appear to occur up and down he sword coast, most recently in balder's gate.
This spell was given as a gift to a priest of lathander as a special quest reward for stopping a powerful necromancer(in a campaing i was running)..and yes its my handles name sake Wraith Bones necromancy level:clr 3 components:v,s,/d.f. casting time:1 standard action range(close)25'+5' per 2 levels target:1 creature duration:1d4 rounds +1 round per level saving throw:will negates spell resistance:yes this spell denies one of the most feared abilities of some undead. when cast on an incorporeal creature, it immediatly loses the ability to pass through solid objects,the miss percentage due to incorporelability and any d.r. making them vulnerable to normal weapons for the duration of the spell. the spell also suppresses the gaseous form of some non- undead creatures as well as spells such as wraith form and gaseous form and including vampires reduced to 0 h.p. note however that the spell in no way affects other abilities, ie ghosts can still become ethereal and shadows still retain their chill touch etc. special note: if a creature is within a solid object when the spell is cast the creature recieves the approprite saving throw bonus(usually +2) because of cover/concealment,and if the save is failed the creature is shunted out without harm. material component:none save the casters holy symbol dm note:in my campaings these types of opponents are the most feared because i have them pop out of walls,floors,collums and even chests and low cielings and retreat again to pop out again at another point harassing the pcs merclessly and sometimes waiting until the pcs engage other creatures before grabbing at the feet from below :giggle:
I really like Shocking Web, especially with a new monster to use it (Storm Spider - cool! :thumbsup: ) but since it is like Lightening Bolt only far better, shouldn't it be higher than level 3? Or perhaps have an obscure material compnent, like a piece of storm spider web?
you have a valid point shining, i created this spell in 1st edition when shocking grasp wasnt so potent,but lighting bolt maxes out at 10d6 and has a much greater range. i simply added the spell levels together to get shocking web level. yea the players hated it, it was a pet of an evil storm giant using an arifact called the orb of storms...lllooonnngg story short it almost killed the party wizard with its web then rushed in for the kill to roll a natural 1 on its bite(critical fumble) then the rogue and fighter beat it down err it actually does have greater range than lightning bolt(now that i look in the p.h.) :zap: it is a little over powered for third level
I like Torrent spell In fact, in Forgotten realms there's a serie of spells that work in a similar way (i don't remember their name), the have increasing power/levels (a lvl 0 version, a lvl1, lvl 2, etc) but they are instantaneous (it is a wave, not a spray) and IIRC they stun and trip instead of bull rushing and hold back. Nice one :thumbsup: And, Gravity well exists in one version of D&D : in the arcade games "D&D Shadow over Mystara" and/or "D&D Tower of Doom". Still, i like it too. To give Shocking web more balance, you could give him a ranged touch attack roll, it would make it powerful for 3 level, but you've got to have good aim (and it would give players the chance of avoid the effects, remember to always give players a chance to escape or minimize damage ), the same way that elemental orbs works.
you also make a good point half knight, i think shocking web does need some tweaking. but as far as a ranged touch attack, i aint so sure... certainly a fireball or cone of cold doent use one, and shocking grasp doent allow a save.plus web has to be anchored in at least two opposing points,and at higher levels it looses much of its appeal 5d6 wont even slow down a giant and would easily break the web. still i hope the new higher level(4) and difficult spell component tones it down a bit come to think of it, u add a meta magic feat to it and it becomes a problem, perhaps making the damage 1d6 +1 per level max +15 makes it more in line of a third level spell, which is how i invisioned it. in any event thank so much for your input,(shining and half knight) i take it all very seriuosly.
Ah, i see...i though it was something like a spit, as if the spider shoot the web with the electrical effect... But yes, i think that something the mechanic of Fireball would work: 1d6 per lvl, so at 3ยบ lvl would be a bit weak; alternatively (or additional) you can have the radius increased by lvl (25 ft base + 5 ft x lvl). I had a good time making spells (i used to play almost always with wizards); i recall once a lvl 2 spell i had created based on Scatterspray and a handful of caltrops... i drove my DM so crazy with it, that killed my charcter, and made me play with a rogue...of course, it was worst for him :grin: Anyways, i'm thinking on Gravity well...one of my players (a sorcerer Avariel -winged elves-) it's getting too nosy in these last adventures :transform
as a dm i seems like i always had more problems with rogues than anyone else. they ALWAYS wanted to break into mansions or shops,forgetting that these places can afford the best in magical and standard security. as far as your dm goes, i think it aint right to punish intelligent and recourceful pcs and i often give a little xp bonus for creative uses for spells
I think the '1d6+1 per level, max +15' rather than the flat 5d6 would be good for 3rd level, perhaps with the proviso that you take that damage every round you are in the web? Call Lightning lets you keep on zapping round after round, why not this? Lessen the duration to one minute / level maybe... Or ignore us and keep it as it is, you probably put more thought into it than we have