[HR: Spells] Golan's Spells

There are a few problems with that: First is that it both damages, and incapacitates. There may be two separate saves for these effects, but saves of most low-level creatures are quite poor (~60% chance of failing both for many creatures). Plus, even if they make the Save vs. Spells (most creatures’ worst save), they still take damage. Second, the damage is phenomenal. Other d6/level multi-target damage spells are not gained until 5th level (i.e. 3rd level spells). It may not scale to upper levels, but it only uses a 1st level spell slot. Third, incapacitation for 2 rounds at this spell’s range can easily allow the party to coup de grace as many enemies as there are party members. Not quite as powerful as Sleep, but then Sleep doesn’t do any damage. On area effect damage alone I would choose this over anything but Sleep. Lastly, if you’re comparing your new spells to Sleep, you’re doing it wrong. Sleep is utterly broken, and exists in its current form for legacy reasons (not that I don’t love it). Compare your offensive 1st level spells to Magic Missile. I have immense difficulty imagining taking Magic Missile over Blob of Goo if given the choice.

It seems like part of the problem here is the level-limited-damage multiplier on spell cost.

At 5th level, it makes sense to consider a spell that does 5d6 instead of one that topped out at 3d6. But at first level, it makes no difference at all.

Contrastingly, Magic Missile comes across as (quoted from the PC):

» Magic Missile: 1d6+1 damage per level capped at 1d
(33x0.1=3.3), target 1 creature +2 per additional 5
levels (x3), range 150’ (x1), duration instantaneous
(x1), no saving throw (x1), arcane (x1), total cost 10

… which is also highly dependent on the capping multiplier.

I think this one is also busted. The modifiers for “gaining” the new form’s mental abilities, and being “limited” to a single form don’t make a lot of sense (how are they limiting what this spell was intended to do?) in this case. Once again I think it’s a mistake to compare this to Sleep as a baseline. A better comparison might be Command, and I’d rate this as strictly better, even just based on duration. Lack of out-of-combat utility isn’t much of a limitation (not to say that it’s no limitation) for what is essentially an offensive spell. Personally, I’d rather see less combat effectiveness and more utility. For this particular spell I’d just say it really needs to be higher level.

By the way, I really like the ideas you’re coming up with (and looking forward to BCKS)! I’m just trying to look at these with a critical eye.

Yeah, it’s the nature of the system. Full points to Alex for the reverse engineering work that went into what I consider a brilliant tool. But, like any tool, you have to use it properly. It’s not some kind of bullet-proof, uber-balanced, point-buy system for creating new spells - it’s a framework for getting you in the ballpark.

Man! I’m starting to feel like a Negative Nelly…okay, too strong. Look at the nearest equivalent, Dimension Door: the main difference is the ability to target others, and it’s a 4th level spell. I think the problem is in the “only creatures can be targeted” modifier when you’re already limiting it to “self” (and I’d expect similar problems with any mutually exclusive constraints). I’d say this rates (weak) 3rd level.

Sorry for this…overpowered. It’s probably okay under a lot of circumstances (perhaps even weak) at low level, but no save, for anyone, ever? I’ll just wait until the ancient dragon attacks me, and, if I win initiative, we coup de grace and take its hoard. Basically there needs to be either a save, a limit to who it can effect, or a shorter duration.

You have a point here - I will give it back its save.

OK, level 3 it is.

Another option is to make it level 2, BUT give it the possibility of errors. This way it won’t be an accurate way to jump between points, but more of an escape hatch for Mages… Maybe even make it random (i.e. you roll 1d6 to determine direction, then 5d6x10 to determine range in feet).

This one actually concerns me, based in part on a post I wrote some time ago on ( http://wanderinggamist.blogspot.com/2013/02/of-reliability-and-house-rules.html ). This is the epitome of reliable damage. This will win wizard-duels between mages of similar level outright, in one shot, as long as the range is short and the dice roll at or just below expectation. I have very little doubt that my players would prioritize this up near fireball; same damage potential to high-value targets, but no save and no backblast in close quarters, and most dungeon or urban engagements take place within its range anyway.

I kinda like this one - it’s a good escape spell for a selfish wizard when the front line is down or if you’re isolated, but its use in more standard dungeon-formation fighting is pretty limited.

And even those uncapped d6/level 3rd level spells have the downside of easy friendly fire, with expand-to-volume and bounce-off-surfaces. I suppose a better spell than sleep for comparison would be Burning Hands, which is weaker both in die type (d4 vs d6) and area/range type (cone, which means you need a gap in the front line to fire through, vs burst).

Agreed. My players are already way too crazy without being able to snipe down whoever they want.

Actually, the post where I talked about a very similar spell was http://wanderinggamist.blogspot.com/2013/02/pc-spells-vs-dm-spells.html - the one I mentioned above was the follow-up to this post.

I think I’ll just give every spell a saving throw… As the non-save spells appear to be VERY underpriced.

Spiritual Armour (conversion of a spell from Barrowmaze to ACKS). This is a Protection spell, +2 to AC (10), Protection applies only against “Evil” (undead in this case) (x0.9), target 1 creature (x1), range self (x0.75), duration 1 turn per level (x1.33), beneficial effect (x1), divine (x1). Total 8.98. This is a level 1 spell. Note that initially this had the duration of 2d4+1 round/level but 1 turn/level seems fair enough to me.

Spiritual Armour
Divine 1
Range self
Duration 1 turn/level

The caster gains a +2 bonus to AC vs. undead.

Vitharia’s Vengeful Visage (semi-conversion of a spell from Barrowmaze to ACKS). This is an Enchantment spell, target flees in panic (40), affects 1d4 creatures up to 4 HD (x1.2), range 15’ (x0.6), duration 1 round/level (x1.1), saving throw avoids affect (x0.5), arcane source (x1). Total 15.84. This is a level 2 spell.

Vitharia’s Vengeful Visage
Arcane 2
Range 15’
Duration 1 round/level

The caster creates an illusion distorting his or her face into a monstrous horror, causing the 1d4 nearest creatures of 4 HD or less to save vs. spells or flee in panic for one round per caster’s level. Blind creatures, undead and constructs are not affected by this spell.

UPDATE!

Blink - a weak, short-range teleportation spell. This is a Movement spell, caster teleports target any place within 360’ (300), target 1 willing creature or object (x1), range - self (x0.75), duration - 1 round (instantaneous) (x0.1), teleport effect has chance of error (x0.5), arcane (x1). Total 11.2. This is a level 2 spell.

Blink
Arcane 2
Range Self
Duration: Instantaneous

By casting this spell, the caster “blinks” - he travels through space without moving, warping space to appear, immediately, in any spot he chooses within a 360’ range. However, this spell is subject to errors as per the Teleport spell (ACKS p.88).

UPDATED VERSION

Blob of Goo - a noxious low-level blast spell. This is a Blast spell, damaging effect 1d4 per level (20), Nausea Inducing (10), maximum 3d4 damage (x0.33), 15’ diameter sphere (x1.5), 60’ range (x0.7), duration - instantaneous (x1), saving throw avoids spell affect (x0.5), arcane (x1). Total 5.2 points. This is a level 1 spell.

Blob of Goo
Arcane 1
Range 60’
Duration: Instantaneous

The caster conjures, from the nether-realms of chaos and decay, a blob of utterly disgusting goo. This blob he then throws, without error, to a designated spot within 60’ range, where it explodes, exposing all within a 15’ diameter sphere to its stomach-retching effect; all within range suffer 1d4 damage per caster level (save vs. spells to avoid all damage), to a maximum of 3d4 damage at level 3. Also, any creature caught within this blast must save vs. poison or be rendered helpless from nausea for 1d4+1 rounds.

UPDATED VERSION (shorter duration)

TOAD! - a low-level curse. This is a Transmogrification spell, transforms the subject to the form of a living being (35), gain new form’s physical characteristics (10), gain new form’s physical attacks (10), gain new form’s special abilities (20), form limited to particular type of creature (x0.75), mental characteristics replaced by new form’s (x0.2), targets 1 living corporeal creature (x1), range - 60’ (x1), duration 1 turns (x0.7), saving throw avoids spell effect (x1), arcane (x1). Total 6.825, making it a level 1 spell.

TOAD!
Arcane 1
Range 60’
Duration 1 turn

The caster points at one living, corporeal target within range, and utters this terrible curse, turning the target, for six whole turns, into a tiny, filthy toad! A save vs. spells negates this effect. While in toad form, the subject is nothing but a slimy amphibian, and also has the physical and mental characteristics of one; once the duration ends, he returns to his normal self.

UPDATED VERSION

Mind Blast - a low-level incapacitating spell. This is a Blast spell, “nausea inducing” with no damage (10 - actually dazes the targets, but same rules), affects a 20’ diameter sphere (x2), range - 0 (centred on caster) (x0.4), duration instantaneous (x1), saving throw avoids spell effect (x0.5), arcane (x1). Total 4 points. This is a “classical” level 1 spell.

Mind Blast
Arcane 1
Range 0 (centred on caster)
Duration instantaneous

This spell allows its caster to emit a psychic “scream” in all directions around him, dazing friends and foe alike. The caster himself is immune to this effect; but all creatures within a 20’ sphere centred on him must save vs. spells or be psionically knocked out for 1d4+1 rounds, fully incapacitated during that time.