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kestral287 wrote:


True Bond: Significantly better than Transformation, which is a sixth-level spell.

Level 8?


Archizon wrote:

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Forward Observer

Lvl: TBD (Wizard, Sorcerer, Magus)
Type:
Casting Time: 1 Standard Action
Components: S
Range: Long (400 ft + 100ft/ Caster Level)
Target: See Text
Duration: Concentration
Saving Throw: No
Spell Resistance: No

This spell paints a target with a large green laser, only visible if looking at it from over 100 feet away.

Allies may use your caster level as their BAB and your Casting Ability Score Modifier as theirs for the purposes of aiming at the painted target.

Forward Observer

Lvl: TBD (Wizard, Sorcerer, Magus)
Type:
Casting Time: 1 Standard Action
Components: S
Range: Long (400 ft + 100ft/ Caster Level)
Target: See Text
Duration: Concentration
Saving Throw: No
Spell Resistance: No

This spell paints a target with a large green laser, only visible if looking at it from over 100 feet away.

Select one seige weapon, they may use your caster level as their BAB and your Casting Ability Score Modifier as theirs for the purposes of aiming at the painted target.


Archizon wrote:

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Magic Artillery Bombardment

Lvl: TBD (Wizard, Sorcerer, Magus)
Type: Evocation
Casting Time: 1 Full Round Action
Components: V, S, M (100gp worth of Tiny Cannon Balls)
Range: Long (400 ft + 100ft/ Caster Level)
Target: See text
Duration: 1rd / Caster level; see text
Saving Throw: Reflex for Half
Spell Resistance: No

Usable only outdoors, this spell calls an Artillery Bombardment to a targeted location. The first, and every 3 rounds thereafter launch large, perfectly spherical orbs at your enemies. For every 4 caster levels after the first, you may launch one additional orb every 3 rounds.

Resolve these attacks as if using the Standard Bombard. If you have a Forward Observer you may use their skills to fire in replace of your own.

Bombard: Resembling either large cauldrons or more traditional cannons, these firearms lob their ammunition in an arc in order to deliver their deadly payloads over troops or castle walls. Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.

Standard: These bombards feature the greatest diversity of forms. Many take the cauldron shape of the light bombard, but they may also take the forms of more traditional cannons, albeit featuring stabilizing mechanisms that allow them to fire at a much steeper incline. The targeting DC of a standard bombard is 20. A standard bombard has a misfire range of 1–2 (20 feet). Standard bombards have a hardness of 10 and 140 hit points. Standard bombard balls cost 35 gp each and weigh 30 pounds.

Magic Artillery Bombardment

Lvl: TBD (Wizard, Sorcerer, Magus)
Type: Evocation
Casting Time: 1 Full Round Action
Components: V, S, M (100gp worth of Tiny Cannon Balls)
Range: Long (400 ft + 100ft/ Caster Level)
Target: See text
Duration: 1rd / Caster level; see text
Saving Throw: Reflex for Half
Spell Resistance: No

Usable only outdoors, this spell calls an Artillery Bombardment to a targeted location. The first, and every 3 rounds thereafter launch large, perfectly spherical orbs at your enemies. For every 4 caster levels after the first, you may launch one additional orb every 3 rounds. (I could probably make this clearer once I found a suitable level for the spell)

Resolve these attacks as if using the Standard Bombard.

Indirect Attack: To fire an indirect-fire ranged siege engine, make a targeting check against the DC of the siege engine (20). This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack.

If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on.


Archizon wrote:

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Magic Missile Barrage

Lvl: 2 (Wizard, Sorcerer, Magus)
Type: Evocation [Force]
Casting Time: 1 Standard Action
Components: V, S
Range: Medium (100 ft + 10ft/ Caster Level)
Target: 20ft Radius
Duration: 1rd / Caster Level
Saving Throw: No
Spell Resistance: Yes

Every Enemy target in the radius is struck by a Magic Missile for 1d4+1 damage. This continues every turn for the spells duration.

Magic Missile Barrage

Lvl: 2 (Wizard, Sorcerer, Magus)
Type: Evocation [Force]
Casting Time: 1 Standard Action
Components: V, S
Range: Medium (100 ft + 10ft/ Caster Level)
Target: 20ft Radius
Duration: Concentration
Saving Throw: No
Spell Resistance: Yes

Every Enemy target in the radius is struck by a Magic Missile for 1d4+1 damage. This continues every turn for the spells duration.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

Treat this spell as Magic Missile for the purposes of being negated by the spell "Shield".

(After talking at lengths with the GM, we agreed that making the spell concentration was sufficient enough to make it a level 2 spell.)


Archizon wrote:

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Bondless

Lvl: 9 (Wizard)
Type: Transmutation
Casting Time: 1 Standard Action
Components: V, S, F (Bonded Weapon)
Range: Melee or Ranged Touch attack
Area: 10/20/40ft Radius
Duration: 3 rounds
Saving Throw: Fort / Will Save
Spell Resistance: Yes

By overloading your Bond with more spells it can hold, you can create a catastrophic event. Your bond becomes a living singularity, doubling in size each round.

All creatures in the radius must make a Fortitude Save or be sucked into the singularity. The original target gets no Fortitude Save.

Anything that touches the singularity must make a Will Save or be sucked into oblivion. Including your Bonded Object after the spell expires. The only way to save the Bond is to be holding it when the singularity sucks your character into oblivion. While holding the weapon you auto succeed the Fortitude Save.

Singularity

Lvl: 9 (Wizard)
Type: Conjuration
Casting Time: 1 Standard Action
Components: V, S, F
Range: Melee or Ranged Touch attack
Area: 10 Radius
Duration: Instant
Saving Throw: Will Negates
Spell Resistance: Yes

Anything that touches the singularity must make a Will Save or be shunted to a random plane of existence. If you roll a plane on which the spell was casted, simply reroll.

1. Material Plane
2. Shadow Plane
3. Heaven
4. Hell
5. Limbo
6. Purgatory
7. Plane of Fire
8. Plane of Earth
9. Plane of Water
10.Plane of Air

You can edit these planes based on GM Discretion that may suit your campaign setting.


Archizon wrote:

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Void Sheath

Lvl: 3 (Wizard, Sorcerer, Magus)
Type: Abjuration / Evocation (If Weapon) [Cold, Fire]
Casting Time: 1 Standard Action
Components: V, S, F
Range: Touch
Target: Weapon
Duration: 24 hours / 1rd per Caster Level
Saving Throw: None (Object)
Spell Resistance: None (Object)

Upon casting this spell a weapon shoots into the skies, exiting the atmosphere. At anytime, as a standard action, you can give the command word for the objects return, granting it special abilities for 1 round/caster level. When the object returns you gain Frost and Flaming qualities on your weapon.

For every 5 levels after the first (Caster levels 10, 15, 20), you gain an additional 1d6 cold & fire damage if its a weapon.

Void Sheath

Lvl: 5 (Wizard, Sorcerer, Magus)
Type: Conjuration [Cold, Fire]
Casting Time: 1 Standard Action
Components: V, S, F
Range: Touch
Target: 1 Weapon / 4 Caster Levels
Duration: 24 hours / 1rd per Caster Level
Saving Throw: None (Object)
Spell Resistance: None (Object)

Upon casting this spell the selected weapon(s) shoot into the skies, exiting the atmosphere. At anytime, as a standard action, you can give the command word for the objects return, granting it special abilities for 1 round/caster level. When the object returns you gain Frost or Flaming qualities on your weapon.

For every 4 levels caster levels the weapon(s) gain an additional 1d6 damage (Caster levels 8,12,16,20) to 5d6 at level 20.


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Bondless

Lvl: 9 (Wizard)
Type: Transmutation
Casting Time: 1 Standard Action
Components: V, S, F (Bonded Weapon)
Range: Melee or Ranged Touch attack
Area: 10/20/40ft Radius
Duration: 3 rounds
Saving Throw: Fort / Will Save
Spell Resistance: Yes

By overloading your Bond with more spells it can hold, you can create a catastrophic event. Your bond becomes a living singularity, doubling in size each round.

All creatures in the radius must make a Fortitude Save or be sucked into the singularity. The original target gets no Fortitude Save.

Anything that touches the singularity must make a Will Save or be sucked into oblivion. Including your Bonded Object after the spell expires. The only way to save the Bond is to be holding it when the singularity sucks your character into oblivion. While holding the weapon you auto succeed the Fortitude Save.


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True Bond

Lvl: 8 (Wizard, Sorcerer, Magus)
Type: Transmutation
Casting Time: 1 Standard Action
Components: V, S, F (Weapon)
Range: Touch
Target: (1 Weapon)
Duration: 1 rd/ lvl
Saving Throw: None (object)
Spell Resistance: None (Object)

Use your caster level as your BAB and your main casting stat as your strength bonus when fighting with one specific weapon of your choice (Decided when casting the spell)

Your weapon forms a physical bond with you, becomes part of your arm and infects your veins for the duration of this spell. (The discoloration of your veins takes upon whatever properties the weapon has, such as black veins for being Adamantium or glowing orange veins for a flaming weapon) This discoloration continues up your neck and connects straight into your mind. You can now control your blade directly with your mind, and your blade knows where to strike to cause the most harm.


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Void Sheath

Lvl: 3 (Wizard, Sorcerer, Magus)
Type: Abjuration / Evocation (If Weapon) [Cold, Fire]
Casting Time: 1 Standard Action
Components: V, S, F
Range: Touch
Target: Weapon
Duration: 24 hours / 1rd per Caster Level
Saving Throw: None (Object)
Spell Resistance: None (Object)

Upon casting this spell a weapon shoots into the skies, exiting the atmosphere. At anytime, as a standard action, you can give the command word for the objects return, granting it special abilities for 1 round/caster level. When the object returns you gain Frost and Flaming qualities on your weapon.

For every 5 levels after the first (Caster levels 10, 15, 20), you gain an additional 1d6 cold & fire damage if its a weapon.


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Klaatu Borata Nicto

Lvl: TBD (Wizard, Sorcerer, Magus)
Type: Enchantment [Compulsion]
Casting Time: 1 Standard Action
Components: V, S, F (Spell Book)
Range: Short (25 ft + 5ft/ Caster Level)
Target: 1 Creature
Duration: 1rd/ Caster Level
Saving Throw: Will Negates
Spell Resistance: No

Upon casting this spell on a target he uses the wrong words. instead of saying "Im going to save the city!" The target might say "Im going to save the Kitty".

The true power of the spell comes when cast on caster, whom when affected by this spell must make a concentration check or cast the wrong spell. Ie: haste becomes paste, instead of moving faster he's sticky now. Or, instead of Magic Missile they may accidentally cast Tragic Missile, which instead of damaging a target physically, damages them emotionally.

(I didn't make this spell up, I saw it a while back on REDDIT, but couldn't find it again to give proper source, so sorry OP of this spell ;()


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Magic Missile Barrage

Lvl: 2 (Wizard, Sorcerer, Magus)
Type: Evocation [Force]
Casting Time: 1 Standard Action
Components: V, S
Range: Medium (100 ft + 10ft/ Caster Level)
Target: 20ft Radius
Duration: 1rd / Caster Level
Saving Throw: No
Spell Resistance: Yes

Every Enemy target in the radius is struck by a Magic Missile for 1d4+1 damage. This continues every turn for the spells duration.


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Forward Observer

Lvl: TBD (Wizard, Sorcerer, Magus)
Type:
Casting Time: 1 Standard Action
Components: S
Range: Long (400 ft + 100ft/ Caster Level)
Target: See Text
Duration: Concentration
Saving Throw: No
Spell Resistance: No

This spell paints a target with a large green laser, only visible if looking at it from over 100 feet away.

Select one seige weapon, they may use your caster level as their BAB and your Casting Ability Score Modifier as theirs for the purposes of aiming at the painted target.


******
Magic Artillery Bombardment

Lvl: TBD (Wizard, Sorcerer, Magus)
Type: Evocation
Casting Time: 1 Full Round Action
Components: V, S, M (100gp worth of Tiny Cannon Balls)
Range: Long (400 ft + 100ft/ Caster Level)
Target: See text
Duration: 1rd / Caster level; see text
Saving Throw: Reflex for Half
Spell Resistance: No

Usable only outdoors, this spell calls an Artillery Bombardment to a targeted location. The first, and every 3 rounds thereafter launch large, perfectly spherical orbs at your enemies. For every 4 caster levels after the first, you may launch one additional orb every 3 rounds.

Resolve these attacks as if using the Standard Bombard. If you have a Forward Observer you may use their skills to fire in replace of your own.

Bombard: Resembling either large cauldrons or more traditional cannons, these firearms lob their ammunition in an arc in order to deliver their deadly payloads over troops or castle walls. Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Like all firearms, bombards do not suffer mishaps, but instead have a misfire chance.

Standard: These bombards feature the greatest diversity of forms. Many take the cauldron shape of the light bombard, but they may also take the forms of more traditional cannons, albeit featuring stabilizing mechanisms that allow them to fire at a much steeper incline. The targeting DC of a standard bombard is 20. A standard bombard has a misfire range of 1–2 (20 feet). Standard bombards have a hardness of 10 and 140 hit points. Standard bombard balls cost 35 gp each and weigh 30 pounds.


Hey everyone,
Came by looking for some help with balancing issues and figuring out what spells would be what level, general helpfulness to be able to plug my spells into the game world without breaking anything or making any other spell useless. Any criticism is welcomed.

Edit 1: I created these spells as part of the Eldritch Researcher Story feat, so another criteria I need to meet is making Truly Novel Spells.


Hey, here's my 2 cents.

http://www.d20pfsrd.com/gamemastering/combat#TOC-Delay

"You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point."

All you have to say is you want to act after your ally.


What if we look up the definition of "Free Action"

http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions

Some examples it gives are things you can do outside your turn, where does it say that a bard Cannot use his free action to maintain his performance on someone elses turn?

All I found was "but it can be maintained each round as a free action" which does not specify whose round it must be maintained on.

http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance

Really though, we have diverged from OP's original title statement saying "Can you take an immediate action while you're delaying?".. which is yes, you can always use your upcoming swift action to complete a immediate action outside your characters turn.


2 people marked this as a favorite.

Numarak,

I see how you see it, and I'm no way saying your wrong, just my interpretation is different.

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act.

I see the no action as "You do not take any actions during your current point in the initiative order" meaning he he can act completely normally on his new initiative point. Part of acting normally, I would assume is maintaining his performance, like one could normally do on his turn.


DRD1812, The short answer is yes you may, if you would like to know why, keep reading!

Here is your immediate action- that says you can use it when it's not your turn.
http://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions

Below is the link to delay, which can be confusing, so here my groups interpretation:
http://www.d20pfsrd.com/gamemastering/combat#TOC-Delay

Example 1
1. Lvl 13 Bard initiative is 15
2. Bad Wizard is 10
3. Fighter is 5

Bard uses swift action to start performance.
Wizard charms fighter.
Bard uses saving finale as immediate action, therefore you go no immediate/swift action on your next turn.
http://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions

Example 2
Turn 1
1. Bard starts performance
2. Wizard casts fly
3. Fighter stands around with sword all sad.
Turn 2
1. Bard Delays until after fighter.
2. Wizard charms fighter.
2.1. Fighter fails save
2.2. Bard uses I'm immediate action to use saving finale
2.3. Fighter makes save
3. Fighter stands around with sword.
4. Bard has no swift action/immediate action this turn.

Example 3
Turn 1
1. Bard delays until after fighter
2. Wizard casts fly
3. Fighter stands around with sword all sad.
4. Bard can't delay anymore this turn.

So the real question your asking is "what is a free action?"
http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions

Free actions take less time then immediate actions, therefore we can assume since it takes no time you can use it whenever you want. Therefore you are always maintaing it, even if you take the total defense action.