Spell Research
Spell Research
I'm sure alot of your spell casting characters have researched their own spells, so post them here. 
Do I belong to some ancient race? I like to walk in ancient places. These are the things I don't understand. Well I don't believe in your modern ways, don't care about the things you say. Your modesty has failed the test of time.
- jopperm2
- Posts: 2815
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Storm of Fury
Evocation
Sor/Wiz 9
V,S,M
full-round action
long range(400 ft + 40 ft/lev)
Emmanation 1000 ft sq
5 minutes/ caster level
No save
Yes spell resistance
This spell creates a terrible thunderstorm that causes extreme wind (75% move speed, -10 to balance, jump, tumble and climb), fog (10% concealment for all in area), lightning (5% that each target within area will be hit, check every other minute, 3d6 damage, SR applies, reflex save for half), and acid rain (weak, slow-acting acid, 1d12/per 5 minute exposure). Material component: 5000gp worth of gems, crushed to a powder and blown through a silver tube into the wind, must contain a diamond, saphire, and emerald each worth at least 1000gp, may or may not contain other gems as are available.
This is just what I remember about it, the numbers might be a little off.. It seems kinda unbalanced now that I look at it.. there must be some differences. It was from a very high-level campaign where the plot revolved around a large-scale war.
Evocation
Sor/Wiz 9
V,S,M
full-round action
long range(400 ft + 40 ft/lev)
Emmanation 1000 ft sq
5 minutes/ caster level
No save
Yes spell resistance
This spell creates a terrible thunderstorm that causes extreme wind (75% move speed, -10 to balance, jump, tumble and climb), fog (10% concealment for all in area), lightning (5% that each target within area will be hit, check every other minute, 3d6 damage, SR applies, reflex save for half), and acid rain (weak, slow-acting acid, 1d12/per 5 minute exposure). Material component: 5000gp worth of gems, crushed to a powder and blown through a silver tube into the wind, must contain a diamond, saphire, and emerald each worth at least 1000gp, may or may not contain other gems as are available.
This is just what I remember about it, the numbers might be a little off.. It seems kinda unbalanced now that I look at it.. there must be some differences. It was from a very high-level campaign where the plot revolved around a large-scale war.
"Those who desire to give up freedom in order to gain security,
will not have, nor do they deserve, either one."
Thomas Jefferson
will not have, nor do they deserve, either one."
Thomas Jefferson
All of my spells are researched in 1st edition. This is one by my High Priest, Grobal
(LG Alignment)
Holy Bolt (6th Cleric) (Grobal)
(Evocation)
(Reversible)
Sphere: Combat
Range: 12"
Duration: Instantaneous
Area of Effect: Special
Components: S
Casting Time: 6
Saving Throw: None
Upon casting this spell the caster causes a white bolt of lightning to come from above upon 1 selected target inflicting 8D10 points of dammage. This bolt of lightning only effects oponnents of an evil allignment.
Any affected creatures have no save for this dammage although magic resistance does apply. Once the bolt of lightning has struck, twice the casters level in small balls of lightning emerge from the target hitting any hostile creature in a 30' radius doing 4D10 dammage to any evil creature in range.
Any evil creature with magic resistance has to make their roll at -20%
The reverse of this bolt, Unholy Bolt, has exactly the same effects but against good creatures.
Holy Bolt (6th Cleric) (Grobal)
(Evocation)
(Reversible)
Sphere: Combat
Range: 12"
Duration: Instantaneous
Area of Effect: Special
Components: S
Casting Time: 6
Saving Throw: None
Upon casting this spell the caster causes a white bolt of lightning to come from above upon 1 selected target inflicting 8D10 points of dammage. This bolt of lightning only effects oponnents of an evil allignment.
Any affected creatures have no save for this dammage although magic resistance does apply. Once the bolt of lightning has struck, twice the casters level in small balls of lightning emerge from the target hitting any hostile creature in a 30' radius doing 4D10 dammage to any evil creature in range.
Any evil creature with magic resistance has to make their roll at -20%
The reverse of this bolt, Unholy Bolt, has exactly the same effects but against good creatures.
Do I belong to some ancient race? I like to walk in ancient places. These are the things I don't understand. Well I don't believe in your modern ways, don't care about the things you say. Your modesty has failed the test of time.
Lawn of Lushness (Alteration)
Creator: Area of Effect: 1' radius + 10' in front of the spell caster/level
Range: 0 Components: V, S, M
Duration: Permanent (Until dispelled) Saving Throw: None
Casting Time: 1
This spells moakes all grass around the caster and within the area of effect ten times as tall, large and as green and lush as it is possible for the grass affected to be. The area of effect always manifests as a 2' wide path that begins at a circle which is a 1' radius circle around the caster. The length of the path is not controllable by the caster and is always 10' long per level of the caster.
Dome wizards wish who wish to duel each other use this spell as a non-agressive way of measuring power to resolve the contest. The lawn is only as long as 10' per caster level, so casting this spell will give away which level the caster is, and the grass is never larger than 10 times it's original size, only the area varies with level.
Naturally, grass affected by this spell is favoured greatly by cows, sheep and other creatures that eat grass. This is it's only known practical use, and it may be dispelled by any wizard or priest of one level higher than the caster who created the "Lawn of Lushness" to begin with.
The material component of this spell is 1 blade of grass per caster level (and will not work with less than that amount to some lesser effect). The grass is always thrown into the air by the caster. Often taught to curious apprentice mages, who want to play with magic, and is generally considered harmless to all but the proudest of gardeners, who tend to get irate if their prized lawn becomes too "Lush". Even if moved, a "Lawn of Lushness" spell tends to look wierd as the grass is still ten times as thick and broad as "normal" grass.
Creator: Area of Effect: 1' radius + 10' in front of the spell caster/level
Range: 0 Components: V, S, M
Duration: Permanent (Until dispelled) Saving Throw: None
Casting Time: 1
This spells moakes all grass around the caster and within the area of effect ten times as tall, large and as green and lush as it is possible for the grass affected to be. The area of effect always manifests as a 2' wide path that begins at a circle which is a 1' radius circle around the caster. The length of the path is not controllable by the caster and is always 10' long per level of the caster.
Dome wizards wish who wish to duel each other use this spell as a non-agressive way of measuring power to resolve the contest. The lawn is only as long as 10' per caster level, so casting this spell will give away which level the caster is, and the grass is never larger than 10 times it's original size, only the area varies with level.
Naturally, grass affected by this spell is favoured greatly by cows, sheep and other creatures that eat grass. This is it's only known practical use, and it may be dispelled by any wizard or priest of one level higher than the caster who created the "Lawn of Lushness" to begin with.
The material component of this spell is 1 blade of grass per caster level (and will not work with less than that amount to some lesser effect). The grass is always thrown into the air by the caster. Often taught to curious apprentice mages, who want to play with magic, and is generally considered harmless to all but the proudest of gardeners, who tend to get irate if their prized lawn becomes too "Lush". Even if moved, a "Lawn of Lushness" spell tends to look wierd as the grass is still ten times as thick and broad as "normal" grass.
Do I belong to some ancient race? I like to walk in ancient places. These are the things I don't understand. Well I don't believe in your modern ways, don't care about the things you say. Your modesty has failed the test of time.
Elevendar's Goodbye!
Sor/Wiz 7 (Conj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
Sends a creature to a other random plane if it fails it's save. If you know the name of the target, it gets a -4 penality on it's save. ("Goodbye Zorgoth!").
Elevendar's Remove Person
Sor/Wiz 9 (Abj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
The target ceases to exists if it fails it's save. It can only be rescurrected by Miracle or Wish.
Razgul's Horrific Monster
Sor/Wiz 5 (Necr)
V,S, M
1 hour
Pernament duration
Out of 10 innocent human beings, the wizard must take out their lungs, livers and other organs and sew them together to a horrific monster. (Named Reth ' thor Razh - CR 10 zombie like creature).
Sor/Wiz 7 (Conj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
Sends a creature to a other random plane if it fails it's save. If you know the name of the target, it gets a -4 penality on it's save. ("Goodbye Zorgoth!").
Elevendar's Remove Person
Sor/Wiz 9 (Abj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
The target ceases to exists if it fails it's save. It can only be rescurrected by Miracle or Wish.
Razgul's Horrific Monster
Sor/Wiz 5 (Necr)
V,S, M
1 hour
Pernament duration
Out of 10 innocent human beings, the wizard must take out their lungs, livers and other organs and sew them together to a horrific monster. (Named Reth ' thor Razh - CR 10 zombie like creature).
As a DM I would NEVER allowed such a spell. In fact when one of my players used a wish to make somebody dead I removed that PC from the game on the grounds that he was simply moved in time some 400 years in the future after that creature died (he made a very bad wording of a desired effect).Elevendar's Remove Person
Sor/Wiz 9 (Abj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
The target ceases to exists if it fails it's save. It can only be rescurrected by Miracle or Wish
If you are allowing it you shoud at least ad XP cost to casting that spell (5000+ XP should do it) - otherwise it is more powerful than Wish and Miracle which should be the most powerful spells around (not counting Epic Spells).
- Cuchulain82
- Posts: 1229
- Joined: Thu Feb 24, 2005 3:44 pm
- Location: Law School library, Vermont, USA
- Contact:
Is this really that different from Disintigrate, or even Power Word Kill? The spell is lvl 9, and disintigrate accomplishes essentially the same thing at level 6. The 'Remove Person' allows a save and MR- do you really think it is stronger than Wish/Miracle?Quote:
Elevendar's Remove Person
Sor/Wiz 9 (Abj)
V,S
Standard Action
Medium range
1 target
Instant
Will Negates
Yes spell resistance
The target ceases to exists if it fails it's save. It can only be rescurrected by Miracle or Wish
As a DM I would NEVER allowed such a spell. In fact when one of my players used a wish to make somebody dead I removed that PC from the game on the grounds that he was simply moved in time some 400 years in the future after that creature died (he made a very bad wording of a desired effect).
If you are allowing it you shoud at least ad XP cost to casting that spell (5000+ XP should do it) - otherwise it is more powerful than Wish and Miracle which should be the most powerful spells around (not counting Epic Spells)
Custodia legis
Is this really that different from Disintigrate, or even Power Word Kill? The spell is lvl 9, and disintigrate accomplishes essentially the same thing at level 6. The 'Remove Person' allows a save and MR- do you really think it is stronger than Wish/Miracle?
Yes, it is very different from Disintegrate or Power Word, Kill.
Disintegrate does not kill directly - it deals damage (2d6 per caster level) and only if someone is reduced to 0 Hp disintegration takes effect. Plus it allows Fortitude save to reduce damage to 5d6 (disintegration effect still aplies if you are reduced to 0 Hp) and belive it or not I once had a player that rolled 38d6 (he was 19th lvl) and he rolled 15 1's (talk about bad roll).
Power Word, Kill - if you have 101 Hp you are immune to this spell.
Elevendar's Remove Person have no limit - it affect any target (will that include gods?).
Also both of these spells allow someone to be brought back to life by 7th lvl Clr spell Resurrection (in case of Power Word, Kill you can use 5th lvl Raise Dead) while Elevendar's Remove Person requires Miracle or Wish, so yes it is very different and extremly more powerfull.