Spell Ideas: Megathread

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AstralUniverse
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Re: Spell Ideas: Megathread

Post by AstralUniverse » Fri Feb 10, 2023 1:02 am

xanrael wrote:
Thu Feb 09, 2023 5:00 pm
AstralUniverse wrote:
Thu Feb 09, 2023 1:25 pm
xanrael wrote:
Mon Feb 06, 2023 9:26 pm

Change this to a caster level check or d100 roll to see if it works. If it fails then the target cannot be cured for 1 RL hour (maybe have a flag on the character that is checked). Curses and diseases are slow acting but basically pointless with -pray and removal spells. Personally I'd have -pray work a similar way to give curses/diseases more oomph.

It means that every random mob that tries to curse you has a potential to have you sit down in town for 1 RL hour as if you're waiting off post death penalties. I dislike this idea a lot.

I made the suggestion with the consideration that it would also mean a slightly rougher PvE experience at times. I guess it's just a different playstyle, but I've haven't found the curses thrown about by mobs so debilitating that I had to stop a PvE activity even if I didn't possess the ability to cure them. There is probably some specific exception or two to that which could be looked at if it seemed like a major issue.

It's not a rougher PVE experience at all, it's precisely the same pve experience with the addition that there's some arbitrary (low, but not none existent) chance that you just eat a spell that makes you sit in town for an hour and that has no counter play. Like.. Death should have serious consequences but rolling a 1 once in a while against something you cannot protect yourself against, really not the same case and it's so unnecessary.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


xanrael
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Re: Spell Ideas: Megathread

Post by xanrael » Fri Feb 10, 2023 2:36 am

All 3 of the suggestions were meant to be taken together. Having a counterscry curse is pretty pointless if it can be removed 100% of the time within 1 second. For that to happen curses have to be more likely to stick. Maybe a different effect type should be used.

The 3 suggestions together would provide a chance that someone could be scryed upon and figure out and hunt down the one doing it in character.

I'm not sure if the people only responding to the very 1st of the 3 in that group don't care about the counterscrying part, stopped reading it 2 sentences in, or what.


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-XXX-
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Re: Spell Ideas: Megathread

Post by -XXX- » Fri Feb 10, 2023 7:44 am

xanrael wrote:
Fri Feb 10, 2023 2:36 am

I'm not sure if the people only responding to the very 1st of the 3 in that group don't care about the counterscrying part, stopped reading it 2 sentences in, or what.

Because 2 & 3 hinge on 1 being implemented and 1 suggests improving a game mechanic by having it attack QoL rather than tweaking its mechanical power, which is generally a very unfortunate design space to explore.

xanrael wrote:
Fri Feb 10, 2023 2:36 am

The 3 suggestions together would provide a chance that someone could be scryed upon and figure out and hunt down the one doing it in character.

Let's see how that would likely go then, shall we:
1) A scries B and gets painted by a curse
2) B's player looks at the player list and "figures out" it was A who scried them
3) B "happens" to randomly stumble upon A of all people and sees the painted curse to identify them as the scrying diviner
^ that appears to me more like a free license for metagaming rather than an actual game mechanic


xanrael
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Re: Spell Ideas: Megathread

Post by xanrael » Fri Feb 10, 2023 8:04 am

-XXX- wrote:
Fri Feb 10, 2023 7:44 am
xanrael wrote:
Fri Feb 10, 2023 2:36 am

I'm not sure if the people only responding to the very 1st of the 3 in that group don't care about the counterscrying part, stopped reading it 2 sentences in, or what.

Because 2 & 3 hinge on 1 being implemented and 1 suggests improving a game mechanic by having it attack QoL rather than tweaking its mechanical power, which is generally a very unfortunate design space to explore.

xanrael wrote:
Fri Feb 10, 2023 2:36 am

The 3 suggestions together would provide a chance that someone could be scryed upon and figure out and hunt down the one doing it in character.

Let's see how that would likely go then, shall we:
1) A scries B and gets painted by a curse
2) B's player looks at the player list and "figures out" it was A who scried them
3) B "happens" to randombly stumble uppon A of all people and sees the painted curse to identify them as the scrying diviner
^ that appears to me more like a free license for metagaming rather than an actual game mechanic

On the first part, that makes sense, thanks for responding to the whole thing, I appreciate it.

As far the the steps, little bit different than what you listed due to when counterscry would activate:

  1. A scrys B and if they're not blocked, their scry works normally.
    Alt. If it is blocked they see nothing and do not face a curse.

  2. A zones back to their initial scrying spot and makes a saving throw. B get a message that counterscry went off but A is already gone from the nearby player list because the transition already happened.

  3. B (and others at the meeting) can go look for curses to try to detect A. Low chance of them finding A but it would still exist.

Maybe instead have that specific counterscry/nightmare work like a timed based negative effect similar to resurrection sickness. Then it would have zero impact on PvE attacks. Would that be acceptable?

And I'll lay off the replies now that I got a response on the whole thing, thanks.


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Scylon
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Re: Spell Ideas: Megathread

Post by Scylon » Sat Feb 11, 2023 6:11 am

Dominate Mind
Class: Wizard / Sorcerer 9, Hemomancer 9
Innate Level: Epic
School: Enchantment
Descriptor(s): Mind
Component(s): Verbal, Somatic
Range: Medium (20 meters)
Area of Effect / Target: Single Target
Duration: Permanent
Save(s): Will (Special)
Spell Resistance: No

Description: On a failed will save, the targets memories are completely altered by the caster into thinking the caster is now ,and always has been their greatest friend, ally, lover or what ever motivation to make them become a henchmen of the caster. The effect is permanent or until the caster dismisses the creature, in which it wanders off. This will work on any creature type, and only 1 can be held at any given time. Casting this on a player will case the player on the next 6 rounds to will smaller check vs a .5 second stun. On passing the will save, this cause 10d8 physic damage and sunning the target for 1 round.

Comment:
This is like an epic dominate spell that will work on anything that isn't a boss/yellow creature with a level 9+4dc check. May be some other creatures to be added to a deny list.

Epic Homunculus
Class: Wizard / Sorcerer 9, Hemomancer 9
Innate Level: Epic
School: Transmutation
Descriptor(s): [Blood Arcana]
Component(s): Verbal, Somatic
Range: Personal/Short
Area of Effect / Target: Self/Target
Duration: Permanent/Instant
Save(s): N/A
Spell Resistance: N/A

Description: Casting this spell at a target will inflict no damage, however it will save a template for this spells 2nd function. This can be an NPC or even a player of similar size or smaller. The spell will then save the appearance of the player or NPC(creature or player race). Targeting empty space clears the appearance. On targeting self, at the cost of 90% of the caster HP the caster will sacrifice a large amount of their life to create a perfect Homunculus that has the appearance of what ever the caster created it as (or a copy of themselves if no appearance is stored). It will however have grey skin, black hair, crimson eyes and set clothing (if a player race and not the clothing of the original target). This creature would be classed as a Henchmen and serve until dismissed or killed. While the Homunculus is present the caster suffers -2 constitution to maintain it while it "lives". However a Homunculus is essentially a soulless doll that feels nothing usually. They are intelligent creatures however and at times are known to express quirks from their original. They only "feel" what ever their master allows, however they are known to subconsciously have an affection or defensive nature towards their makers as a result of being the source of their very existence. Outside of that they are completely aware of what they are, why they exist and feel nothing about being destroyed at their makers whims.

Comment:
The Homunculus is a soulless doll created to do the bidding of their master. It would be considered extremely rude to target someone to create this with out their permission and would be a hostile act. Their grey skin, eyes and hair, as well as an identifying mark usually clearly visible on the face, arm or hand makes them easy to spot as a Homunculus.


AstralUniverse
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Re: Spell Ideas: Megathread

Post by AstralUniverse » Sat Feb 11, 2023 7:59 pm

xanrael wrote:
Fri Feb 10, 2023 2:36 am

I'm not sure if the people only responding to the very 1st of the 3 in that group don't care about the counterscrying part, stopped reading it 2 sentences in, or what.

Remove Scry.

Svrtr wrote:

I've spoken with Kenji and warpriest will be allowed to take elemental avatar so keep this in mind too


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Hazard
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Re: Spell Ideas: Megathread

Post by Hazard » Sun Feb 12, 2023 3:23 am

Oh yeah.

Remove scry.


conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 7:48 am

Vampiric Swarm
Class: Wizard / Sorcerer 9, Hemomancer 9
Innate Level: 9
School: Necromancy
Descriptor(s): [Evil] [Blood Arcana]
Component(s): Verbal, Somatic
Range: Personal/Short
Area of Effect / Target: Self/Target
Duration: Special
Save(s): Special
Spell Resistance: N/A

The caster uses vast surges of negative energy to create a swarm of undead vermin infused with a special strain of vampirism. The caster can either create a number of smaller swarms (These would act like summons, perhaps using a scaled-down Creeping Doom effect as their model), or cover a larger area in a stationary swarm (This would act like a more powerful Creeping Doom).

The vampiric spiders, centipedes, scorpions, ticks and what not attack any enemy of the caster, inflicting both piercing damage through their bites and syphoning off their life-force - inflicting negative energy damage and possibly constitution and level drain, which also both restores health to the swarm as well as the caster. The piercing damage occurs automatically every round, as no armor or reflexes are sufficient to escape the carpet of thousands of minute creeping monsters, but a Fortitude save will half the negative damage and negate any attribute and level drains for that round.

Remaining in the area of a swarm comes with increasing penalties, as the horde of tiny undead creatures begins to completely engulf any hostiles inside its reach. After two rounds, movement speed is reduced. After three rounds, a will save must be made to avoid panicking for that round.

Greater Spell Focus Necromancy also infuses the creatures with poison, which adds a corresponding save each round.

Epic Spell Focus Necromancy further infuses the creatures with profane power, which adds a Bestow Curse effect that must be saved against each round.


Just an idea, obviously would require a lot of fine-tuning, but I personally would love an Arcane Creeping Doom spell for Necromancers who prefer creepy crawlies instead of larger deaders. :D


conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 8:01 am

Negative Energy Vortex
Class: Wizard / Sorcerer 9, Hemomancer 9
Innate Level: 9
School: Necromancy
Descriptor(s): -
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 round / CL
Save(s): Special
Spell Resistance: Yes

The caster tears a rift into the fabric of the multiverse, briefly connecting the target location with the Negative Energy Plane. The rift inflicts 1d4 negative energy damage per caster level every round to anything within its reach and also inflicts 1d4 Strength, Dexterity and Constitution damage. A successful Fortitude saving throw halves all damage for that round.

Greater Spell Focus Necromancy increases the size of the rift.

Epic Spell Focus Necromancy further increases the size of the rift and stabilizes it so that uncontrolled incorporeal undead materialize randomly inside its affected area. They attack the nearest enemy, but lose 25% of their maximum HP every round.


conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 8:08 am

Greater Petrification
Class: Wizard / Sorcerer 9, Hemomancer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Permanent/Instant
Save(s): Fortitude
Spell Resistance: Yes

This spell functions as Flesh to Stone, but affects all hostile targets inside a large area.

Greater Spell Focus Transmutation increases the size of the affected area.

Epic Spell Focus Transmutation further increases the size of the affected area and turns all petrified creatures into uncontrolled stone golems that attack the nearest enemy, but crumble to dust after 1 round / CL.


conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 8:27 am

Cloudstorm
Class: Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 round / 4 CL
Save(s): Special
Spell Resistance: Special

This spell creates the following effects at the target location: Cloud of Bewilderment, Cloudkill, Acid Fog, Incendiary Cloud, Mindfog

Last edited by conkerthesquirrel on Sun Feb 12, 2023 1:28 pm, edited 1 time in total.

conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 12:50 pm

Scryer's Bane
Class: Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Target Creature
Duration: 1 Turn / CL
Save(s): Special
Spell Resistance: Special

You ward the target creature against scrying attempts. The ward does not outright prevent being scried, but has several other effects based on the caster's spell foci - the effects are triggered when the target is scried the next time.

Upon being triggered, the scrier loses all understanding of all languages - all auditive information becomes gibberish for the duration of the scrying.

If the caster has Greater Spell Focus: Abjuration, the spell also blinds the scrier for the duration of the scrying.

If the caster has Epic Spell Focus: Abjuration: If the spellcaster has more Foci in Abjuration than the scrier has in Divination, then all the scrier's saves are made at disadvantage. If they both have equal amounts of Spell Foci, the scrier must beat the caster at a Spellcraft check, otherwise all saves are also made at disadvantage.

If the caster has Greater Spell Focus: Divination, the spell also reveals the location, the gender and race of the scryer.

If the caster has Epic Spell Focus: Divination, the scrier must pass a Will save against the spell's DC or the target learns the name of the scrier. Even if the scrier succeeds at this saving throw, a brief illusory image of them flickers around the target - the image only reveals their looks and current equipment, but no name.

If the caster has Epic Spell Focus: Conjuration, the scrier must pass a Will save against the spell's DC or be teleported to the target after the scrying ends. If multiple spellcasters have cast Scryer's Bane on the target, then the scrier must make a save for each instance of the spell being active.

If the caster has Epic Spell Focus: Necromancy, several incorporeal undead become aware of the scrier and will attack upon the scrying being completed. The undead appear next to the scrier and attack everyone nearby, as if an uncontrolled Create Greater Undead had been cast. If the caster has Mummy Dust, the undead created are stronger. The scrier must also Will save against Fear or become panicked for 1 round / 5 CL.

If the caster has Epic Spell Focus: Evocation, a volcano erupts underneath the scrier once the scrying is completed, as per the Wild Mage Wild Surge effect.

If the caster has Epic Spell Focus: Enchantment, the scrier must make a save against Confusion at the spell's DC - if failed, the scrier will act as if under the Confusion spell for 1 round / CL once the scrying is complete. This Confusion cannot be avoided or removed by Clarity or Mindblank. The scrier will prioritize wreaking as much havoc as possible.


conkerthesquirrel
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Re: Spell Ideas: Megathread

Post by conkerthesquirrel » Sun Feb 12, 2023 1:34 pm

Limbomantic Swarm of Chaos
Class: Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): Chaos
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 24 Hours
Save(s): n. a.
Spell Resistance: n. a.

The caster channels the powers of Limbo, calling into existence four truly bizarre creatures that serve as loyal companions:

1) One Insane Flying Shark Bubble Wizard Dread Pirate Planeswalker that casts cantrips and Drown on cooldown on hostiles.

2) One Limbomental that deals random amounts of all elemental damages with each hit; it does this via a ranged touch attack. Chance to apply Confusion on hit.

3) One Crazed Minotaur Planeswalker Lunatic who is perpetually drunk and attacks with a giant tree for a club. The tree is on fire, deals extra cold damage and has a chance to cast Baleful Polymorph for one round on each hit.

4) One Slaad Dancer of a randomly determined color. The Slaad Dancer has varying abilities based on its color, but always comes with an Aura that applies Otto's Irresistable Dance once per round for a duration of one round to everyone inside the aura - both hostiles and allies alike must make their Will saves against this each round.


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-XXX-
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Re: Spell Ideas: Megathread

Post by -XXX- » Sun Feb 12, 2023 10:40 pm

Misty Step
Class: Wizard 2, Sorcerer 2, Warlock 2
Innate Level: 2
School: Conjuration
Descriptor(s): None
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Additional Counter Spells: None
Duration: Instantaneous
Save(s): None
Spell Resistance: No

The caster instantly shunts 30 ft (9.1m) in a straight line backwards. This movement gets stopped by any obstackles such as walls or creatures.


xanrael
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Re: Spell Ideas: Megathread

Post by xanrael » Mon Feb 13, 2023 1:33 am

Telekinesis ( https://www.d20srd.org/srd/spells/telekinesis.htm )

Requires concentration, effect ends early if you cease concentrating

Subradial with Bull Rush (Forceful Hand), Grapple (Grasping Hand), and Damage (x/d6). Have the first two work like the Bigby's line with Reflex saves, last one scale it to whatever damage would be appropriate to be in line with other spells.


Shield Other ( https://www.d20srd.org/srd/spells/shieldOther.htm )
Paladin/Cleric spell

A portion of the damage your ward takes goes to the caster instead.

If that would be difficult to code then maybe have it more like the overheal style effect that instead hurts the caster periodically to maintain temp HP on another. Probably the main beneficiary would be paladins wanting to protect others as clerics have a similar effect.


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Paint
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Re: Spell Ideas: Megathread

Post by Paint » Wed Feb 15, 2023 2:21 pm

As a preface to my preface: I was going to post this on the suggestion forum, but I'm actually less confident in the idea now that I've read over it, but maybe someone can think of something more clever:

I'm going to preface this by saying Spellsword kind of makes the idea of making a wizard that can fight a little awkward. Every month or so, someone comes into the discord to talk about how they'd like to build around the Transmutation specialization because they like the idea of using Tenser's Transformation. I caution them about building around the spell, even though it's on a three-minute cooldown for transmutation specialists, because the toll is too high, and it makes you a fairly anemic wizard.

This isn't a bad thing, but I do like it when spells are useful. And I've thought to myself a few times, 'What if Tenser's Transformation could provide some use to wizards without having to build around it, but was made specifically difficult to build around to prevent people from attempting to do so?'

There -are- situations in which spells don't hold nearly as much power, and for wizards that specialize in summoning, this is usually fine. They just stand behind the summons and let them cull through their enemies anyways. But in the very niche instances where this isn't much of an option, it's nice to have a backup which allows a wizard to have some amount of martial prowess for a limited time so that they can deal with a problem they might not otherwise be able to deal with. I think, in earnest, this has always been the intent of Tenser's Transformation as a spell; not something to make wizards compete with fighters, but to give them an option to defend themselves when their usual tactics fail. Unfortunately, in my experience if you don't -specifically- build around Tenser's Transformation as a wizard, its usefulness is considerably hindered by anemic damage and low AB. But I think there's a good compromise that can be struck.

So here's my proposed change to Tenser's Transformation to make it a useful utility spell without making it feasible to build around;

When cast from the Wizard or Sorcerer spellbook, set the caster's Base Strength and Base Dexterity to 18 for the duration of the spell like a polymorph spell might, allowing both to be soft-capped at 30 and raise their AB and APR to that of a fighter with an additional +1 AB per transmutation foci. Add an effect that gives the caster 4-6 magic damage per hit to offset the anemic damage a bit. Keep the temporary HP and the arcane spell failure. Consider extending the duration based on transmutation foci.

With a +5 weapon -- achievable through GMW -- and all three transmutation foci, you hit 43 AB. With weapon foci and prowess, you hit 47, putting it just out of the range of competitive PVP standards, and making it a terrible idea to build around, but performative enough that it can be used in PVE for flavor against many enemies outside of big beefy boss boys, as part of a strategy to deal with a particularly thorny enemy, or as a last resort when you've run out of spells without requiring you to invest too heavily into martial feats in order to get any dividends out of using the spell.

Alternatively, and maybe less fun, but returning Tenser's Transformation to a polymorph effect that gives the caster a specific weapon again might not be a bad idea.


MRFTW
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Re: Spell Ideas: Megathread

Post by MRFTW » Sun Feb 19, 2023 7:21 am

Mostly because I always forget to bring one...

Conjure Rope
Innate level 1, all arcane spellbooks
Conjuration
Components: V,S,M (a piece of plant fiber)

Conjures either a climbing rope, or a lasso, according to the caster's wishes.


Naghast
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Re: Spell Ideas: Megathread

Post by Naghast » Sun Feb 19, 2023 6:39 pm

Not sure if it was posted but
Alter self spell, allowing people to take humanoid shape! For example, a human could cast alter self to appear as an elf

Or a goblin could appear human
Would still follow the same disguise rules of, you break it, you get feedback that they're definitely shapeshifted. Or something like that.
But it would allow actually everyone to benefit from disguises.

Dunno how it'd feel with rakshasas being there, but rakshasas do not have any disguise break on shapeshift telling people they're a shapeshifted individual.


Scraps
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Re: Spell Ideas: Megathread

Post by Scraps » Mon Feb 20, 2023 1:58 am

I really like Blades of Fire, I'd love a higher level non-infinite cast version of it. The same basic idea, extremely low duration, a powerful steroid that scales well and can out damage things on the same spell tier as it with the caveat that you need to coordinate with another player.

Since the damage would be higher, this would probably need scroll casting forbidden potentially as a balance concern. I'd also think it'd be more healthy if it wasn't castable on self, especially if it was extendable so as to not give martial casters too much of a up-front burst they could wind up into.

However, to flip things around. There could be an alternate spell for your martial casters. That would 'charge' their melee weapon on cast, and then 'discharge' after X amount of hits.

To explain what I mean, you'd cast as an example 'Imbued Fireball', your weapon would get a buff for a short duration (say 1 turn) and after striking with the weapon a certain amount of times the magic would discharge (in the cast of this hypothetical Imbued Fireball, let's say 10d6 fire damage) with the positive tradeoff being this type of magic wouldn't offer a saving throw (Or alternatively, a successful saving throw reduced the damage by less, say 25% instead of 50%)

But the negative tradeoff would be the hit count to trigger and relatively short duration of the charge means you don't just get a 'shotgun' of upfront burst on demand, it takes some time to activate and you don't have a ton of control over when that damage happens.


Naghast
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Re: Spell Ideas: Megathread

Post by Naghast » Mon Feb 20, 2023 6:49 am

Oh another idea for a spell:
Dragon's breath
Evocation, level 5
Damage: about equal to fireball, to compensate for the on-demand flexibility of damage types

Functionality: deals damage in a cone in front of the caster, reflex for half, damage type depending on dragon stream selected

I also think that maybe some sort of self-buff that does a different thing depending on the draconic stream would be cool but i can't come up with a specific idea for that so... Yea.


hugolino
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Re: Spell Ideas: Megathread

Post by hugolino » Tue Feb 21, 2023 6:22 pm

CHEAT - Originally Transmutation, Arcane, Greed Domain, Evil
(a 1st level spell from the D&D 3.5 Spell Compendium, page 46)

You appear to roll dice fairly but the result skews toward a higher result.

Original mechanics paraphrased:
When you next roll dice in a game of chance, you roll twice and use the higher result.

+++

FELINE DISTRACTION - Transmutation
(a 2nd level spell from the D&D 3.5 Random Encounters column "Ways of the Sword: Cat's Claw Dueling Pride")

You infuse a bit of the nature of a cat into your target and only the strong of will can resist it. On a failed Will save, the target behaves like a cat for 1 round per caster level. The affected creature either wanders randomly while attempting Stealth or sprinting, attacks a random target, stands still, or acts normally. In all cases, including a successful Will save, any speech is only in the Animal language for the duration of the spell. The duration of this language effect is halved on a successful Will save, or negated on a successful Will save if the save is 5 higher than the DC.

Original mechanics paraphrased:
Target has a 40% chance of following something interesting away from the scene, 40% chance of gazing in fascination at a spot on the wall, a 10% chance of seeking out something on a surface and knocking it off, and a 10% chance of acting normally. Negated on a successful Will save.

+++

UNLUCK - Originally Divination, Arcane
(a 3rd level spell from the D&D 3.5 Spell Compendium, page 227, also a 3.0 spell)

On a failed Will save, target suffers -2 to attack bonus, damage, skills, and saves for one round per 5 caster levels up to CL 20.

Original fluff and mechanics:
Spewing a curse of bad luck, you fling a piece of a broken mirror at your target. The mirror shard dissipates harmlessly as soon as it leaves your hand, and the sound of rolling dice is perceptible for an instant. When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance - specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws - two separate rolls are made and the worse result applied. Duration: 1 round/level

+++

SCRAMBLE PORTAL - Originally Transmutation, Arcane
(a 4th level spell from the D&D 3.5 Spell Compendium, page 181, also a 3.0 spell)

You randomize the destination of one portal for the duration of the spell, which is 1 round per level. Anyone who passes through the portal is sent to a random portal destination unless they make a successful Will save. All those who fail the save go to the same location.

Original mechanics identical except it involved planar portals.

Last edited by hugolino on Tue Feb 21, 2023 7:42 pm, edited 9 times in total.

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In Sorrow We Trust
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Re: Spell Ideas: Megathread

Post by In Sorrow We Trust » Tue Feb 21, 2023 6:32 pm

hugolino wrote:
Tue Feb 21, 2023 6:22 pm

CHEAT - Originally Transmutation, Arcane, Greed Domain, Evil
(a 1st level spell from the D&D 3.5 Spell Compendium, page 46)

You appear to roll dice fairly but the result skews toward a higher result.

Type -cheat ingame.

Vittoria Veleno
catch me if you can


hugolino
Posts: 69
Joined: Sat May 12, 2018 12:57 am

Re: Spell Ideas: Megathread

Post by hugolino » Tue Feb 21, 2023 8:04 pm

hugolino wrote:
Tue Feb 21, 2023 6:22 pm

The duration of this language effect is halved on a successful Will save, or negated on a successful Will save if the save is 5 higher than the DC.

This is a general suggestion I would propose in some form for all spells: that there be introduced two new degrees of save results to spells - a partial success and a partial failure

A partial success in saving against a spell should reduce it to a minor nuisance or effect while a full success should have the normal result for a spell, which often means negation. A partial failure could have the normal results of failing a save but no "save or die" or "save or suck" results, and a full failure could have greater results including those extremes.

This adds more nuance and flexibility with spells than is possible with many spells now, and can keep lower level spells from complete obsolescence at high levels of play.

I know a game master on Arelith tried to do something somewhat like this before and the script impacting all spells broke, but perhaps this can be experimented with via baby steps, a spell at a time and taking it cautiously.

There's lots of ways to potentially do this. I use having a save exceed a DC in the example above. But, in addition or instead, one could allow the worst and best results from saves only on a natural 1 or 20. One could, either in addition or alternatively, elevate the results of a save if the target is higher level than the caster - turning a critical failure to a partial failure, a partial failure to a partial success, and a partial success to a critical success.

In other ways, there are lots of nuance/factors/safeguards that could be built in.


hugolino
Posts: 69
Joined: Sat May 12, 2018 12:57 am

Re: Spell Ideas: Megathread

Post by hugolino » Tue Feb 21, 2023 10:51 pm

CHANNEL THE DEPARTED - Originally Necromancy, Arcane
(adapted from a 2nd level D&D 3.0 spell called “Channel the Mishtai”)

Level: 1
Range: Touch
Target: One living creature
Duration: One minute
Saving Throw: Will negates
Spell Resistance: Yes

You invite echoes of the long departed, whether from beyond the grave or across time, to share a living body in the present. The target must have an Intelligence, Wisdom, and Charisma of at least 5. You draw an echo from a random era of ancient history to help or hinder but not to control the target. The era determines the effect.

Common eras:

  • Noble of a late decadent period: Take -2 penalty on all skill checks. Target must succeed on a Will save or be dazed for 1 round.

  • Sage of a post-collapse era: Gain a +2 bonus to Intelligence but take a -1 penalty on attacks.

  • Curator of a dark age: Gain a +2 bonus to Constitution but -4 penalty on Lore and Use Magic Device.

  • Scout of an exploration era: Gain a +2 bonus to Dexterity and Wisdom, but a -2 penalty on Will saves.

  • Spellcaster from an age of discovery: Gain a +1 bonus to caster level but a -2 penalty to Constitution.

  • Noble of a golden age: Gain a +2 bonus to Charisma but take a -2 penalty to Fortitude saves.

Additional eras possible with friendly targets:

  • Laborer of an early period: Gain a +2 bonus to Strength and Constitution but lose the ability to read or write.

  • Warrior from a time of conquest: Gain a +1 bonus on attack and damage.

  • Rogue from a period of decay: Gain a +4 bonus on Hide and Move Silently and a +1 bonus to damage.

  • Mystic from a time of renewal: Gain a +2 bonus on attack and damage against evil creatures, and a +2 bonus to Will saves.

Original mechanics:
Highly similar but time periods are detailed, in a different order, and specific to the lore of the Rikan and Skarn races.

+++

MAW OF CHAOS - Originally Abjuration, Chaotic
(a 9th level spell from the D&D 3.0 books “Magic of Faerun” and “Spell Compendium”)

Range: Medium
Area: 15-ft. Radius emanation
Duration: 1 round/level

You hold a jawbone with teeth and create a yawning area of roiling purple-red energy. This field of energy has the following effects on anything that touches or enters it:

First, all creatures except you take 1 point of force damage per caster level. Spell resistance applies to the damage. Those affected by the spell make a Will saving throw every round. A successful saving throw halves the damage that round.

Second, the chaotic energy makes it difficult to concentrate. Any creature that enters or touches the energy field suffers a Concentration skill penalty.

Original mechanics:
The mechanics are identical except for the second effect, which stated that any activity that requires concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.

Last edited by hugolino on Wed Feb 22, 2023 7:51 pm, edited 1 time in total.

hugolino
Posts: 69
Joined: Sat May 12, 2018 12:57 am

Re: Spell Ideas: Megathread

Post by hugolino » Wed Feb 22, 2023 7:27 pm

ATONEMENT - Originally Abjuration
(a 5th level spell from the D&D 3.0 “Player’s Handbook”)

Range: Touch
Target: One player character with same deity as caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell removes the burden of past deeds or failures to act that weakened one’s relationship with one’s deity and its ideals. This spell can also be used to strengthen a convert's ties to one’s deity. Atonement grants 50% Piety to the target but costs the caster 50% Piety. The target’s Piety must be below 50% before this spell is cast. The person seeking atonement should be truly repentant and desirous of renewed fervor towards the deity and its ideals. Many casters first assign a quest or similar penance to determine whether the person is truly contrite before casting the atonement spell.

If the target has a different alignment than you, casting this spell costs 500 experience, but the target is given a chance to accept or reject a very slight alignment shift towards your alignment. Targets with alignment restricted classes are not offered this shift but the caster still loses experience.

Original mechanics paraphrased:
Atonement could reverse magical alignment change, restore the Paladin class, or restore cleric or druid spell powers. If the target’s transgression was intentional, the caster loses experience. Atonement could also be used on someone with an opposing alignment as an offer for it to change its alignment to yours.

+++

FLESH TO STONE

In addition, this spell can instead be cast on raw meat to transform it randomly to raw ore or gemstone.

+++

MIND OF THE LABYRINTH - Originally Enchantment, Compulsion, Mind-Affecting
(an 8th level spell from the D&D 3.0 book “Dragon Magic”)

Range: Personal
Target: You
Duration: 1 hour/level or until expended
Spell Resistance: Yes

You twist your mind to become a magical labyrinth, bewildering the unsuspecting. You gain a +1 bonus to Bluff. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. This confusion occurs whether or not the spell successfully affects you. A successful Will save negates this effect, but a failed Will save of 5 or more below the DC expends Mind of the Labyrinth and activates a dominate person effect on the enemy (as the spell, except the duration is doubled). If the enemy is not a humanoid, activate a dominate monster effect instead.

Original mechanics and fluff:
As you close your eyes to mere slits, a black miasma of energy floats around your head, sucking in light and the stray minds of others.

You twist your mind to become a magical labyrinth, bewildering unsuspecting spellcasters. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. (This confusion occurs whether or not the spell successfully affects you). A successful Will save (DC 18 + your Int modifier) negates this effect and renders that foe immune to this casting of the spell.

Furthermore, while mind of the labyrinth is active, you can use an immediate action to activate a dominate person effect (as the spell, except that the duration is 1 hour) on one humanoid who casts a mind-affecting spell on you. Doing so ends the duration of mind of the labyrinth, though the dominate person effect lasts for 1 hour thereafter.

Special: A character who learns this spell gains a +1 competence bonus on Bluff checks.

+++

STONE TO FLESH

In addition, this spell can instead be cast on raw ore or gemstone to transform it randomly to raw meat.

Last edited by hugolino on Wed Feb 22, 2023 7:42 pm, edited 2 times in total.

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