Spell Help!
Posted: Mon Aug 20, 2007 10:54 am
I've been working on providing more detail for the Magnus Orders, particularly the Battle Magnus, from Federation of Magic for a Magic Zone campaign idea.
To that end I've been trying to create some custom spells that would be rare outside the Orders, but relatively common in them. I've got two below that I've created for the Battle Magnus Order. If you guys could give me some help on what level you think they should be, good names, P.P.E. costs, and anything else I would appreciate it. The spells enhance throwing weapons similar to how Power Weapon and Speed Weapon enhance melee weapons.
NAME??
Range: Varies with object being thrown.
Duration: One melee per level of experience, or until charged object is thrown, which ever comes first.
Damage: 3d6 M.D.
Saving Throw: None, target must parry or dodge as normal. Note: Because the charged item explodes upon contact objects used to parry will take ½ damage.
Cost: 10 P.P.E.
The spell caster is able to charge a thrown object, plus one additional thrown object per level of experience, with explosive force. Upon striking a target the thrown object explodes in a release of mystic energy that totally consumes the thrown weapon (unless indestructible), but inflict impressive damage to the target. Damage is 3d6 M.D., but the blast radius of the explosion is very limited and is less than one foot.
This spell must be used in conjunction with a thrown weapon, and throwing weapon only. It can not be used on objects just picked up form the ground, like rocks or sticks, though sling bullets (polished and shaped stones and metal) are expectable.
NAME??
Range: Varies with object being thrown.
Duration: Instant
Damage: Normal for weapon used; if weapon damage is S.D.C. then damage of the duplicates will be S.D.C., if weapon damage is M.D. then damage of the duplicates will be M.D.
Saving Thrown: None, dodge only (parrying is not possible).
Cost:10 P.P.E.
The spell caster is able to charge a thrown weapon so that in mid-flight magical duplicates appear and strike the target. The damage of the duplicates is the exact same as the original weapon; i.e. an S.D.C. weapon will have S.D.C. duplicates, while a M.D. weapon will have M.D. duplicates. The caster only makes one roll to strike, and the duplicates act as a volley; if the original misses they miss, but if the original strikes then all the duplicates strike also. One duplicate is created at first level (for a total of two weapon appearing in flight; the original plus one duplicate), plus one duplicate for every two levels beyond first (i.e. one additional at 3rd, 5th, 7th, 9th, 11th, 13th, and 15th , for a total of eight additional weapons appearing in flight at 15th level). The duplicate disappear once they strike an object (whether they hit or miss the intended target or not). Explosive, such as grenades, can not be used with this spell.
To that end I've been trying to create some custom spells that would be rare outside the Orders, but relatively common in them. I've got two below that I've created for the Battle Magnus Order. If you guys could give me some help on what level you think they should be, good names, P.P.E. costs, and anything else I would appreciate it. The spells enhance throwing weapons similar to how Power Weapon and Speed Weapon enhance melee weapons.
NAME??
Range: Varies with object being thrown.
Duration: One melee per level of experience, or until charged object is thrown, which ever comes first.
Damage: 3d6 M.D.
Saving Throw: None, target must parry or dodge as normal. Note: Because the charged item explodes upon contact objects used to parry will take ½ damage.
Cost: 10 P.P.E.
The spell caster is able to charge a thrown object, plus one additional thrown object per level of experience, with explosive force. Upon striking a target the thrown object explodes in a release of mystic energy that totally consumes the thrown weapon (unless indestructible), but inflict impressive damage to the target. Damage is 3d6 M.D., but the blast radius of the explosion is very limited and is less than one foot.
This spell must be used in conjunction with a thrown weapon, and throwing weapon only. It can not be used on objects just picked up form the ground, like rocks or sticks, though sling bullets (polished and shaped stones and metal) are expectable.
NAME??
Range: Varies with object being thrown.
Duration: Instant
Damage: Normal for weapon used; if weapon damage is S.D.C. then damage of the duplicates will be S.D.C., if weapon damage is M.D. then damage of the duplicates will be M.D.
Saving Thrown: None, dodge only (parrying is not possible).
Cost:10 P.P.E.
The spell caster is able to charge a thrown weapon so that in mid-flight magical duplicates appear and strike the target. The damage of the duplicates is the exact same as the original weapon; i.e. an S.D.C. weapon will have S.D.C. duplicates, while a M.D. weapon will have M.D. duplicates. The caster only makes one roll to strike, and the duplicates act as a volley; if the original misses they miss, but if the original strikes then all the duplicates strike also. One duplicate is created at first level (for a total of two weapon appearing in flight; the original plus one duplicate), plus one duplicate for every two levels beyond first (i.e. one additional at 3rd, 5th, 7th, 9th, 11th, 13th, and 15th , for a total of eight additional weapons appearing in flight at 15th level). The duplicate disappear once they strike an object (whether they hit or miss the intended target or not). Explosive, such as grenades, can not be used with this spell.