Spell Crafting: The Tele-suplex


Homebrew and House Rules

The Exchange

Ok, so I have a Kobold draconic diciple sorcerer in a home game, and it's fun as hell. I gave him boots of the mastadon so he can trample large creatures, and it's awesome.

However, he's a white/silver kobold (white kobold, silver draconic bloodline) so most of his spells are cold spells. and there aren't a lot that deal straight damage.

So, looking down the line, I need a good damage spell for my higher levels. And keeping in line with his martial effectiveness, I thought it would be fun as all hell to have him grapple creatures, teleport them 200 feet in the air, and suplex them into the ground while he glides down safely using the Draconic glide feat. He's a mythic archmage with enduring armor, so I'm not worried about him being too squishy to do this confidently.

Bear with me.

The hitch in this plan is that teleport specifies that it has to be a willing creature, so I need a way to remove that restriction. So I looked to Ultimate Magic to read through the rules for creating a new (variant) spell.

Teleport is a level 5 spell, and for the intent of this spell, the maximum damage would be 20d6, because that's all the damage you can take from falling. According to table 2-5 on page 130 of Ultimate magic, this damage cap on a spell for a single target is on par with a sixth or seventh level spell. Reverse gravity is a seventh level spell, so I'd like to keep it around 6th, but still be fairly balanced.

The best way I can see to utilize this is to limit how high I can use this teleport to drop an opponent, say 50feet per 5 caster levels? or just 10ft per CL? What I have in mind reminds me of a move from Pokemon; Seismic toss, which is described as "A gravity-fed throw that causes damage matching the user’s level."

Tell me what you guys thing about balancing this. The outline I have right now is:

Name:Seismic toss
School: Conjuration (Teleportation); Sorcerer/Wizard 6
Components: ?
Casting time: Standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving throw: ? (teleport offers will save to objects, reverse gravity has no save, but you can make a reflex save to grab the floor before you fall up...)
Spell resistance:yes (would make it weaker than reverse gravity, lending to the lower spell level)

Effect: Target and caster are teleported 10 feet per caster level directly upward.

Let me know if anyone has Ideas on how to balance this, since it's my first attempt at crafting a spell.


You might want to inspire from 3.5 spells like Trobriand's Baleful Teleport (6th), Column of Ice (4th), and PF spells like Geyser (5th) and Air Geyser (3rd, might be a Sylph spell -> get some airy friends)


Wrong forum for this, a better choice would be house rules/suggestions or advice.
The rules forum is intended for questions on the published rules.

The Exchange

Skylancer4 wrote:

Wrong forum for this, a better choice would be house rules/suggestions or advice.

The rules forum is intended for questions on the published rules.

The question is formed around the Spell Research rules laid out in Ultimate Magic. It seemed appropriate, but I can repost there if I don't get the help I'm looking for here.


There is no need to repost, if it is incorrectly placed the Paizo forum mods will move it.

The main reason it doesn't belong in the rules forum is there are no hard rules for it. Spell research, custom magic items or anything that the rules may say can happen but say "check with your GM" means it is open to interpretation. That is why you're better off in the suggestions/house rules/advice forums. No one can give you an answer besides your GM.


Have you seen the Aerial Assault mythic ability? It does basically what your spell does, except you take no falling damage. It was used to great effect by our mythic monk who suplexed a Tiamat aspect to the earth for 76 damage from 2000 ft. It also happened in one round per the ability, which is notable because it takes 12 seconds ish to fall to earth from 2000 ft.

The Exchange

Rabbiteconomist wrote:
Have you seen the Aerial Assault mythic ability? It does basically what your spell does, except you take no falling damage. It was used to great effect by our mythic monk who suplexed a Tiamat aspect to the earth for 76 damage from 2000 ft. It also happened in one round per the ability, which is notable because it takes 12 seconds ish to fall to earth from 2000 ft.

Very nice, but there are two problems; 1. that's a champion path ability, and I'm using an archmage, and 2. that's for bringing down flying creatures; what I'm interested in is taking a non-flying creature from the ground, picking him up, and then throwing him down. I don't take fall damage regardless because I have a feat that basically gives me featherfall as long as I make a roll that I can't fail on with my current skill ranks.

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