Libram Magica
Re: Spells Needed
You have given much to work on. I shall see what I can do with it all as soon as possible.
Yesterday, I primarily worked on my RPG Free List website, adding a few new entries. I only worked on the Blizzard spell above (but have not applied any proposed changes to make it 2nd level). Lets see if today can be more productive for BFRPG stuff.... look squirrel.
What was I doing?
Yesterday, I primarily worked on my RPG Free List website, adding a few new entries. I only worked on the Blizzard spell above (but have not applied any proposed changes to make it 2nd level). Lets see if today can be more productive for BFRPG stuff.... look squirrel.
What was I doing?
Is it really the end, not some crazy dream?
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Re: Spells Needed
OK, here is Cripple (modified only slightly, and adding some clarifying statements)
Cripple
MU 3, N 2
Range: 30 feet +10'/level
Duration: 1 round / level
The caster chooses one target person or living creature within range which must save vs. Spells or be wracked with pain and stiffness in its joints and limbs. Cripple does not affect constructs, elementals, undead, or creatures that do not have limbs. The target suffers a penalty of -2 to any attacks, damage, armor class, and to any saves associated with physically dodging an effect (primarily Dragon Breath). For the duration of the spell, the affected target moves at 1/2 normal movement rate and may only attack or do other such actions by forgoing all movement that round. This spell is effectively countered by a haste spell, but this does not negate the penalties to hit or damage caused by the pain of the spell.
Cripple
MU 3, N 2
Range: 30 feet +10'/level
Duration: 1 round / level
The caster chooses one target person or living creature within range which must save vs. Spells or be wracked with pain and stiffness in its joints and limbs. Cripple does not affect constructs, elementals, undead, or creatures that do not have limbs. The target suffers a penalty of -2 to any attacks, damage, armor class, and to any saves associated with physically dodging an effect (primarily Dragon Breath). For the duration of the spell, the affected target moves at 1/2 normal movement rate and may only attack or do other such actions by forgoing all movement that round. This spell is effectively countered by a haste spell, but this does not negate the penalties to hit or damage caused by the pain of the spell.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
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https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
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https://www.teepublic.com/user/smoot-life
Re: Spells Needed
The spell Death Coil, cannot stand up to my scrutiny.
It is patently better than the 4th level cleric spell Cure Serious Wounds (or more properly the reverse Cause Serious Wounds), by both HP affected and that it can be cast at range, while the other is touch. Rot Flesh (N 4) also covers this sort of attack type, so there is some duplication of effect going on. Going to just leave this one out, but will try to go over it again later to reconsider.
and moving on then, here is the next in line:
Death Pact
N 5
Range: touch
Duration: instantaneous
This spell destroys one of the caster's undead minions in order to heal the caster. The undead must be one personally created or animated by the caster; this does not affect other undead or summoned creatures, even those summoned by the caster. Upon touching, the undead minion crumbles to dust (utterly destroyed) if it fails a save vs. Spells. The caster is healed for 1 point for each hit point the undead creature had remaining, up to the caster's normal maximum.
If the undead creature is successful in its save, it is not destroyed and the bond between it and its creator is broken. The caster loses its control over the undead, and it becomes immediately hostile towards you.
It is patently better than the 4th level cleric spell Cure Serious Wounds (or more properly the reverse Cause Serious Wounds), by both HP affected and that it can be cast at range, while the other is touch. Rot Flesh (N 4) also covers this sort of attack type, so there is some duplication of effect going on. Going to just leave this one out, but will try to go over it again later to reconsider.
and moving on then, here is the next in line:
Death Pact
N 5
Range: touch
Duration: instantaneous
This spell destroys one of the caster's undead minions in order to heal the caster. The undead must be one personally created or animated by the caster; this does not affect other undead or summoned creatures, even those summoned by the caster. Upon touching, the undead minion crumbles to dust (utterly destroyed) if it fails a save vs. Spells. The caster is healed for 1 point for each hit point the undead creature had remaining, up to the caster's normal maximum.
If the undead creature is successful in its save, it is not destroyed and the bond between it and its creator is broken. The caster loses its control over the undead, and it becomes immediately hostile towards you.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
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Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
- MedievalMan
- Posts: 1296
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Spells Needed
Yeah Death Coil always did just seem like the ranged version of Inflict. I am fine you left it out. I like Cripple and Death Pact. If you need any other spells let me know I have books full of them.
Re: Spells Needed
Next. Minor name change, inclusion of ability check into the spell description itself (instead of just referencing) and a few additional thoughts on breaking free
Entangling Thorns
D 3
Range: 100 feet +10'/level
Duration: 1 round / level
The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. The subject is held immobile, suffering a -2 penalty to hit and a -4 penalty to its armor class, and the thorny growths cause 1d4 points of damage each round. An individual so entangled may only cast spells if a d20 roll less than or equal to their primary spell casting ability score is achieved.
An entangled creature can attempt to break free, ending the spell prematurely, by rolling a d20 result equal or less than their Strength or Dexterity (whichever is better). The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked with small bladed weapons such as daggers or hand axes, against AC 11. The spell ending when 22 hp of damage are so inflicted. Using other larger weapons or spells will damage the entangled creature as much as the thorns (split damage between them).
Entangling Thorns
D 3
Range: 100 feet +10'/level
Duration: 1 round / level
The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. The subject is held immobile, suffering a -2 penalty to hit and a -4 penalty to its armor class, and the thorny growths cause 1d4 points of damage each round. An individual so entangled may only cast spells if a d20 roll less than or equal to their primary spell casting ability score is achieved.
An entangled creature can attempt to break free, ending the spell prematurely, by rolling a d20 result equal or less than their Strength or Dexterity (whichever is better). The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked with small bladed weapons such as daggers or hand axes, against AC 11. The spell ending when 22 hp of damage are so inflicted. Using other larger weapons or spells will damage the entangled creature as much as the thorns (split damage between them).
Is it really the end, not some crazy dream?
Find Me:
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- Dimirag
- Posts: 2711
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Re: Spells Needed
Instead of including a "roll under Ability" mechanic you can use a Saving Throw (paralysis or spell, with STR mod if you wish) or use the same mechanic as opening doors 1+STR bonus in a d6
If you go with one of this or choose to keep the Att Roll you can use the optional Ability Roll system.
If you go with one of this or choose to keep the Att Roll you can use the optional Ability Roll system.
Sorry for any misspelling or writing error, I am not a native English speaker
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- MedievalMan
- Posts: 1296
- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: Spells Needed
Looks good Smoot.
Re: Spells Needed
Just translating what was already there. The spell said "ability check", but not everyone uses the optional ability check rule, so I opted to include the essentials of such an ability check directly into the spell description.
Usually I use saving throws in spells, but these checks seemed appropriate for dealing with actions while being so held.
I will give this one more thought.
Usually I use saving throws in spells, but these checks seemed appropriate for dealing with actions while being so held.
I will give this one more thought.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
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Find Me:
https://mewe.com/i/robertsmoot
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- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: Spells Needed
saves for resist and reflex, checks for action. Do they not get a save to begin with?
For escape I'd favor the str check (the d6 approach), or a similar dex check - the optional attribute check improves by level - this seems more a straight feat.
For escape I'd favor the str check (the d6 approach), or a similar dex check - the optional attribute check improves by level - this seems more a straight feat.
- Dimirag
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Re: Spells Needed
I like the idea of using first a ST (Spell or Paralysis) to negate the spell effect and then, after taking damage using the "Feat of Strength" idea (which means that races that get a bonus to FoS can breach more easy than others).
I use both Saving Throws and Attribute Rolls (and skill rolls) as reaction/action rolls.
I use both Saving Throws and Attribute Rolls (and skill rolls) as reaction/action rolls.
Sorry for any misspelling or writing error, I am not a native English speaker
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