Not Enough Continuous Damage


3.5/d20/OGL

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Dark Archive RPG Superstar 2013 Top 32

I was just thinking about spells that deal continuous damage over the course of several rounds and, besides Melf's Acid Arrow, I can't really think of many.

I'm wanting to find more such spells and just wondered if anyone had knowledge of other ones that I must be forgetting about. They can be from any school, arcane or divine, and any level. I just want to see what all is out there so that I can play around with a concept I've been considering.

Another thing: If you are taking continuous damage from more than one source and try to cast a spell, do you make one Concentration check against the TOTAL amount of continuous damage being dealt or do you check separately against each such effect in a round? Thanks!


Why not make your own? Chances are, you'll make spells that will better fit your concept than the mishmash of spells that you'll find in the books.

As to your question, I don't know for sure but I'd say that the damage would be combined to produce a single Concentration DC.


There are a very few others. Most are actually area effect like Wall of Fire and Acid Fog. Depending on interruption some of the Cloud spells can be thrown in there, same with the hand spells.

Single. The DC would be equal to 10 + all damage occurred during the action. The longer the action to more chance of more damage.

Dark Archive RPG Superstar 2013 Top 32

Tequila Sunrise wrote:
Why not make your own? Chances are, you'll make spells that will better fit your concept than the mishmash of spells that you'll find in the books.

I was actually going to do just that, but I wanted some comparisons to base my creations off of (especially in the higher levels). I'm actually looking to create a whole new class that makes use of such spells loosely based on the Warlock from World of Warcraft (which has very little in common with the Warlock from the Complete Arcane).

Dark Archive RPG Superstar 2013 Top 32

In response to TS, I thought I would throw this out there:

So far, I've come up with two custom spells that I think fit the flavor that I'm going for and (hopefully) aren't overpowered. Here's what I've managed to come up with so far:

Lingering Blaze
Evocation (Fire)
Level: Sor/Wiz 3, Warmage 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous plus 1 round/2 levels; see text
Saving Throw: Reflex partial, see text
Spell Resistance: Yes
This spell causes flames to rise up beneath the target and set it ablaze. The spell deals 3d6 damage plus 1 point per caster level (max +10) in the first round (Reflex half). If the initial Reflex save fails, the spell continues to burn the target for 1d6 damage each round for the duration of the spell (max 10 rounds). Mundane means of extinguishing the lingering blaze are not effective, but the blaze may be dispelled by magical means.
Material Component: A melted hunk of bronze.

Blackrot
Necromancy (Evil)
Level: Sor/Wiz 5, Clr 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell begins a rapid decomposition of the subject's body. If the initial Fortitude save fails, the spell takes hold and the target's tissues begin to decay rapidly, inflicting 2d6 damage and 1 point of Charisma damage each round (max 15 rounds). After the initial save, the target receives a Fortitude save each round to negate the damage but a successful save does not halt the spell's duration. A successful remove disease spell will halt the spell's duration.
Material Component: A piece of flesh from a humanoid who died from some manner of disease.

Dark Archive Bella Sara Charter Superscriber

The only thing I would say is that duration is usually linked to level for spells like this. You might want to make the duration a function of caster level.

Dark Archive RPG Superstar 2013 Top 32

Sebastian wrote:
The only thing I would say is that duration is usually linked to level for spells like this. You might want to make the duration a function of caster level.

They are. The first spell is limited to 10 rounds at 1 round/2 CL and the second is 1 round/level and caps at 15 rounds (but is a higher level spell).

Dark Archive Bella Sara Charter Superscriber

Fatespinner wrote:
Sebastian wrote:
The only thing I would say is that duration is usually linked to level for spells like this. You might want to make the duration a function of caster level.
They are. The first spell is limited to 10 rounds at 1 round/2 CL and the second is 1 round/level and caps at 15 rounds (but is a higher level spell).

Dhur. Sorry, saw the 1d6 round duration and missed that it was capped by the caster level.

Edit: and, I even made up the 1d6 round duration. Ignore my posts. Forget I said anything. Pretend you never met me.

Grand Lodge

I know of two from Complete Arcane. The first, Firebreath, is a 5th level Wu Jen spell. Ranged touch, 1d8 damage per every two caster levels, maximum range 15'. The bad part is you have to repeat the breath once a round for the duration of the spell (1 round/level). The second, Vitriolic Sphere, is from the same book, 5th level Wu Jen, Sorceror/ Wizard. 1d4 damage per caster level to all within 10' radius burst. Long range. Drenches all in range with acid, reflex save or risk taking damage in following 2 rounds(6d4 damage in 2nd round, 3d4 in third). Both rounds of continuing damage get reflex saves for half damage. If an affected creature succeeds on both of those saves, takes no damage third round. (Sorry for the confusing text but I wrote it as written from CA).

At any rate, don't know if this is what you were looking for or not, but it may give you some ideas for options in your own spell creation. I think a caster that can deal continuous damage is an interesting idea. Maybe a better place to start would be looking at poisons and the secondary saves they require. Also, acid and other gooey substances, alchemist's fire, seem particularly well suited for this type of damage. An "Acid Caster" sounds particularly cruel...

Dark Archive RPG Superstar 2013 Top 32

Yeah, I really like the idea of a continuous damage caster, hence my interest in creating such a thing. I kind of like the concept of the Warlock in World of Warcraft as basically an infernal wizard whose spells are designed to inflict pain and suffering more than just direct, instantaneous damage. I also came up with this spell for the higher end of the spectrum:

Infernal Agony
Illusion (Phantasm)(Evil)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One intelligent creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell causes the target's mind to burn with searing pain. When this spell is first cast, the target gets a Will save to avoid its effects entirely. If that save fails, the target immediately suffers 1 point of damage per caster level (max 25) and must make a Fortitude save or be unable to take any action in that round, crippled by the terrible pain. Each round thereafter, the target continues to take the damage and must continue making Fortitude saves in order to act in any given round until the spell's duration ends.
Material Component: A piece of humanoid brain soaked in the blood of a fiend.


Fatespinner wrote:

I was just thinking about spells that deal continuous damage over the course of several rounds and, besides Melf's Acid Arrow, I can't really think of many.

I'm wanting to find more such spells and just wondered if anyone had knowledge of other ones that I must be forgetting about. They can be from any school, arcane or divine, and any level. I just want to see what all is out there so that I can play around with a concept I've been considering.

I don't really play casters, but your idea Fatespinner is rather interesting. My first mental image was that of the standard "poison" effect in most games; HP loss. I like.

The last spell posted was very fitting. An attack against the mind that shuts out the body.

You might want to take it a step further and create "specialized" casters. A fire or acid based one would be easy. Just apply above mentioned spells to different types of spells. Walls, AOEs, traps, mage armor, summons even...

-Kurocyn

Dark Archive RPG Superstar 2013 Top 32

I think I'm going to work on this class tonight in my spare time. I really like the idea of it. I think I'll use the Beguiler as the baseline for comparison and give this class a similarly restricted spell list (comprised of Evocations, Necromancies, and hostile Illusion spells). The working titles I have picked out for it are 'Infernalist' or 'Fel Mage.' I kinda wanted to go with 'Diabolist' also, but I think that's already a PrC or something.

The class will use the wizard's BAB and weapon/armor proficiencies but will cast spells very similar to a Beguiler and will periodically gain special abilities and bonus feats to augment his functionality. It'll be a d4 Hit Die class with good Will and Fort saves (and poor Reflex) and will require an evil alignment. The bonus feats it gains will probably be from the BoVD (or at least some of them will be). Things like Corrupt Spell and Violate Spell in particular. Vile continuous damage... ouch!


Sebastion....too funny! :)

Fatespinner, these are really cool looking spells. In particular I like Blackrot. Seems like a spell someone from the Ebon Triad might employ.

Dark Archive RPG Superstar 2013 Top 32

I’ve Got Reach wrote:

Sebastion....too funny! :)

Fatespinner, these are really cool looking spells. In particular I like Blackrot. Seems like a spell someone from the Ebon Triad might employ.

Thank you very much. I plan on coming up with several more as I build up the idea I have for this new class (and it will be a core class, not a PrC). Any ideas that people have for what I should call it would be appreciated. I'm still kinda hung up on either 'Infernalist' or 'Fel Mage' myself, but I'm open to other ideas.

Dark Archive RPG Superstar 2013 Top 32

Hmmm... you know, I think there is already a druid spell in the Complete Divine called Blackrot that deals massive damage to plant creatures. Maybe I should change this spell's name to 'Corrupting Decay.'

Paizo Employee Director of Sales

DoT! DoT! DoT!

I love it.

Perhaps you could call it a Defiler? Corruptor? Or if you like the demonic feel, Demonomancer?

And remember (without having looked too closely at the spells you have already written), the WoW Warlock's damage over time spells are either a little damage that last longer or more damage that doesn't last as long. Then at higher levels, you get spells that do a little damage over a longer period of time, then "explode" with a with a large blast of damage at the end of the duration if it remains undispelled (and the target is still alive).

-cos

Dark Archive RPG Superstar 2013 Top 32

I figured that, for the theme of this class to be complete, their ability to deal continuous damage has to start early. This spell is for the lowest level of the class. It's not much, but it should do well to get them started:

Shadow Chill
Illusion (Shadow)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes a cold ribbon of shadow to flit about the target's body, causing severe chills that deal 2 points of damage each round.
Material Component: A black ribbon at least 3 inches long.

Dark Archive RPG Superstar 2013 Top 32

Cosmo wrote:

I love it.

Perhaps you could call it a Defiler? Corruptor? Or if you like the demonic feel, Demonomancer?

I like Defiler. Corruptor suggests a more subtle, conniving type. This is definitely someone who just wants to melt your face off. Demonomancer is a little... I dunno... too long? It doesn't flow off the tongue well.

With regard to the WoW warlock's spells, yeah, I know that they mostly fall into the categories you listed. I'll probably work it from that angle as well, some spells dealing stable damage over time, others starting out with a bang and then burning out (like lingering blaze above), and still others starting out slow and blossoming at the end. That in mind, however, I don't want this class to be a total ripoff of the WoW warlock (and I will probably drop the whole 'demonic companion' aspect since, while WoW town guards won't bat an eye at walking down the street with a hulking, spiked monster in tow, guards in a REAL RPG would probably take issue...).

I'm just worried about how this class will playtest. Once I get it put together, maybe I can talk someone into letting me play one in an experimental PbP game here. :D


There is a rather good DoT spell in the Spell Compendium known as Inferno or so I think that is what it is called. Either way it's a great spell that my druid uses, even more so against fire vulnerable creatures. It requires a reflex save, if they succeed they take half of 6d6 I think, and if they fail they take 6d6 fire, the next turn 5d6, then 4d6, then 3d6, and so on. They don't make continual reflexes, it all depends on the first save (I think) and it is divine and perhaps arcane, I don't have the book with me for the specifics, but that is one great DoT spell if I've ever seen one. Oh, and if you do make your own class, try using necromancy, that just seems to fit but I think already know that. Make sure to post it please.

Sir Smashes Alot


I'll consider altered/alternate or new spells (such as Fatespinner's suggestions), but my favorite continual damage spell isn't exactly such.
I play a high int Ftr/Warmage so the most useful and always used (well maybe not against fire immune critters) spell is Flaming Sphere.

30 ft a round, if it encounters anything it does damage to it within its 5ft radius...2d6 per round for as many rounds as caster level as directed by caster (I can keep on one target that can move within the 30ft reach of the sphere even into the air) plus Warmage Edge. Sure the spell might not have the extra damage for Sor/Wiz players- but it still has some functionality even if it isn't as powerful or as large in area of effect as Fireball, but if you want to precisely hound an enemy with Flaming sphere is the way to go, unless someone tries to extinguish it. I'm only a 4th level Warmage, but I've got 4 rounds of 2d6 +4 fire damage, that isn't bad, active direction is a small price to pay for a go anywhere weapon like that.

Offensive spells don't do continual damage all too often, but check the Spell Compendium. Also, not sure if it is in the SC- but there is a HEALING spell that one might use against undead for continuous damage- it is also Living Greyhawk legal (as much as I play that, I keep that in mind for my cleric), I don't have that one handy, but again- divine spell.

Now, for other game options- consider poison and disease. Even a swarm of spiders and/or rats can put the hurt on a party in a few different ways.

Sovereign Court

Some spells that might fit your theme are:

Infestation of Maggots (druid)

Incendiary Cloud (Sor/Wiz)

Slime Wave (cleric)

Slime Wave holds a special place in my heart for doing 1d6 Con damage each round, being an area spell and allowing a single save to avoid it. Sure, it can be scraped off as a full-round action, but by then it's already done 1d6-2d6 Con and cost them a round, perhaps provoking AoO's while they frantically try to clean up.

You might also consider the line of pain spells (from the Magic of Faerun I think), each level of them getting more severe. Only the high level ones are lethal, giving your dark spellcaster some bargaining options.

Scarab Sages

Check out Power Word: Pain from Races of the Dragon. Personally, I don't like it -- especially at the spell level it is currently at.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ah yeah! Stinking Cloud is just begging for a lingering effect.

Come on Fatespinner, stat it up!

Dark Archive RPG Superstar 2013 Top 32

Based on some initial psuedo-playtesting, the Infernal Agony spell may be a bit overkill. Due to the fact that it deals one point per caster level each round and cannot be cast until the caster is at least 15th level, continuous damage of 15 each round makes for a really tough Concentration check for the enemy spellcasters it afflicts. Combine this with a lingering blaze and you're looking at a DC 30+ Concentration check to cast any spells in a given round and even that is assuming you've made the Fortitude save to take any action at all.

Of course, this *IS* an 8th level spell we're talking about here and feeblemind is only a 5th level spell which pretty much forbids any arcane spellcasting AT ALL on a failed save (plus, casters take a penalty on the save against it!).

I think Infernal Agony is balanced nicely by the fact that it's a Will save initially and then Fort saves to continue acting. This means that most casters should be able to avoid the effects entirely and the fighter types will suffer the damage, but should not be crippled by the secondary effect of losing their actions. Really, this spell is best used on rogueish types to take them out of the fight and make them suffer. What does everyone else think? Overpowered? Nicely balanced? A little weak for an 8th level spell? We also discussed keeping the damage the same but reducing the duration to 1 round/2 levels instead of 1 for 1. As soon as the spell is able to be cast, it is capable of dealing 225 damage over the course of 15 rounds, which is quite a lot. My balancing arguement was that most victims should have access to some kind of healing to fight off the effects by that level. Input is greatly appreciated.

Dark Archive RPG Superstar 2013 Top 32

I found a spell that is DEFINITELY going on the Infernalist (that's the title I've settled on for now) spell list: Fatal Flame.

It's from the Complete Mage or the PHB2, I can't remember which. Basically, you cast it on a creature. If that creature dies during the spell's duration, it's corpse EXPLODES, damaging everything around it! What better combination with damage over time spells?

Tag the rogue with Fatal Flame, slap a few continuous damage spells on him, and run away. Unless they manage to dispel the DoTs or come up with a bunch of healing, the rogue's gonna die... and inflict some serious harm on the buddies that are just standing there watching him die!

I love it!


What about Heat metal spell, clerical I believe, 2 or 3 rounds, Its been a while since I used it.

Dark Archive RPG Superstar 2013 Top 32

As I'm working on this class, I pretty much know what kinds of spells will be central to his functionality and purpose. What I really want to know is, in the interest of game balance, what kind of spells he SHOULDN'T have.

This class follows the same casting style as Beguilers and Warmages. Beguilers lack any serious damage spells and tend to be a little weak on the defensive end as well (though they have plenty of defensive illusions) and warmages are pretty much ONLY designed to do damage (and usually to large groups of opponents) so they tend to lack illusions, enchantments, and abjurations altogether.

This class is designed to cause pain and suffering (and probably will have a fair number of debuffs and curse-like spells as well) so Necromancy is the obvious choice as well as Evocation. Illusions will also be included, but only those that are hostile in nature (such as phantasmal killer). I also want to throw in Summon Monster spells with the caveat that only evil outsiders can be summoned with it, but I don't know if that makes the class too flexible or not. I also want to include a few Transmutations that pertain to bestowing the caster with demonic traits (like a barkskin spell that makes a scaly hide instead of bark and things like that). I have decided that instant-kill spells will NOT be on the list (finger of death, power word: kill, slay living, etc.).

One of the main class abilities that I've written so far is called Prolong Suffering. Once per day at 4th level and an additional time per day every 4 levels after, the infernalist can extend the duration of any spell that affects an opponent as if it had the Extend Spell feat applied to it with no increase in the spell's casting time or spell slot used. This can cause some seriously length suffering for those bold enough to face the infernalist. The limitation, obviously, is that he cannot extend spells designed to benefit him with this ability. Only hostile spells can be prolonged.

Dark Archive RPG Superstar 2013 Top 32

Draughtmoore the invoker wrote:
What about Heat metal spell, clerical I believe, 2 or 3 rounds, Its been a while since I used it.

Yeah, that's one I had forgotten about. Good idea.


I created a spell 7th level DronsDoubledou fireball spells one right after the other, you can save for half damage on the first one, but the second there is no save vs Spell. casting time of 6 and range is 10feet a level I believe in a 20 ft radious. Its been a while since Ive casted it. Only two fire ball spells. working on A 9th level version of above.


The spells Creeping Cold and Greater Creeping Cold from the Spell Compendium also fit this theme nicely.

Make sure to post when you're done...I love themed casters like the Beguiler, and would like to see more of them, done well.


Also if you deal with fiends alot there is a 6th level spell called spirit wrack, range 10ft plus 10feet/level Three rounds total its a punishment and protections spell specifical for high up creatures of the devil or demon type preparation alone is 1d4plus 8hours and cost 6,000 for all supplys. and the creature is present, you can proceed During each round of reading the target has a 25% cumulative chance to conced without and inducements. Three round to verbalize the spell, when you start reading the document the target becomes Immobile unless it makes its magic resisitance even if if succedds the monster is wracked with pain and is likely to retreat to its own plane if it can, Reguardsless of the rolls results, the target is powerless to attack the wizard while he reads the spell, Reading the first part takes one round with the targets discomfort increasing. During the second round the monster loses 1 hitpoint per hitdie. At the end of this round the target is extreme pain, the Third and final round of the reading reduces the creatures remaining hitpoints by 50% causes horrible pain and exiles the creature to its home plane imprisoned in pain for a number of years equal to the casters level. Target creature becomes the sworn foes of the wizard who cast,it. This spell originated on the Plane of Acheron. If you use these spell as a bluff and fail, woe to thee.

Liberty's Edge

Some continous evil, a gift from me to you... No idea on balance

Bonegrind
Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: 1 round/ level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Swelling besets the joints of the target, rewarding any movement with racking pain.

This spell inflicts no damage immediately, instead it causes the targets joints to swell and dry so much that they take continuous damage when they move.

The target takes 1d4 damage (or 1 damage with succesful save) for each of the following:

  • Each 10' or part there of moved
  • Each individual attack
  • Each move action (aside from actual moving, above)
  • Each standard action that requires movement (example: casting a spell with a somantic component)

This spell cannot effect creatures with no bone structure (oozes, constructs...)

Material Component: A bone wand made from the bones of an arthritic.

b]Blood Boil[/b]
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Special
Saving Throw: Special
Spell Resistance: Yes

The target begins to scream in agoany as their blood begins to boil

In the first round this spell does no damage, every round after that the the damage increases by 1d4 (none on the first, 1d4 on the second, 2d4 on the third, 3d4 on the fourth). Damage is treated as continuous.

The spell ends after the target has made 3 total fortitude saves (one save per round) or it ends immediately when the target benefits from magical healing.

This spell cannot effect creatures without blood.

Material component: A vial of blood from a creature with the fire subtype.


Blood boil, I remember that one its not very nice either, hehehe


There is another one thats a time sphere, about the enemy realiveing the last three round again, and taking the same damage if any again all at once, cannot remember the spells name or statistics thou.


I think Aganizzer scorcher 2n level last two round, Iam not sure.

Dark Archive RPG Superstar 2013 Top 32

Dragonmann wrote:
Some continous evil, a gift from me to you... No idea on balance.

Nice. I dig 'em. Blood Boil needs a maximum duration cap, though, because combining it with a bestow curse to penalize their Fort saves would be a death sentence (especially to a caster). I would cap it at one minute (10 rounds). Bonegrind looks cool, too.

Liberty's Edge

Fatespinner wrote:
Dragonmann wrote:
Some continous evil, a gift from me to you... No idea on balance.
Nice. I dig 'em. Blood Boil needs a maximum duration cap, though, because combining it with a bestow curse to penalize their Fort saves would be a death sentence (especially to a caster). I would cap it at one minute (10 rounds). Bonegrind looks cool, too.

Uh... whoops... 1 round per level was the intended max


Fatespinner wrote:
I think Infernal Agony is balanced nicely by the fact that it's a Will save initially and then Fort saves to continue acting. This means that most casters should be able to avoid the effects entirely and the fighter types will suffer the damage, but should not be crippled by the secondary effect of losing their actions. Really, this spell is best used on rogueish types to take them out of the fight and make them suffer. What does everyone else think? Overpowered? Nicely balanced? A little weak for an 8th level spell? We also discussed keeping the damage the same but reducing the duration to 1 round/2 levels instead of 1 for 1. As soon as the spell is able to be cast, it is capable of dealing 225 damage over the course of 15 rounds, which is quite a lot. My balancing arguement was that most victims should have access to some kind of healing to fight off the effects by that level. Input is greatly appreciated.

One thing you may want to consider with your continuous damage spells is that you have to balance them against their direct damage counterparts while at the same time realizing that most battles (especially high-level ones) are over in under 6 rounds. DoT spells are great from a flavor perspective, but suboptimal when compared with battlefield control or blasting spells. Sure, your spell can deal 225 damage, but if the fighter kills the creature on round 3 of your duration, that's only 30-45 damage done when you could have cast disintegrate, charm monster, or forcecage instead and taken the monster out of the fight in one round.

Also, by the RAW, it's one Concentration check per damage source. Lumping all DoT effects together is a pretty reasonable house rule, though.

Dark Archive RPG Superstar 2013 Top 32

Karelzarath wrote:
One thing you may want to consider with your continuous damage spells is that you have to balance them against their direct damage counterparts while at the same time realizing that most battles (especially high-level ones) are over in under 6 rounds. DoT spells are great from a flavor perspective, but suboptimal when compared with battlefield control or blasting spells.

Well, the abilities and spells of the class I'm working on are designed to prolong the fight. Only the most well-prepared and lucky groups should be able to bring down an infernalist BBEG (or PC!) in such a short span of time. Spells that slow, paralyze, or confuse will certainly be present as will things like fear to keep your foes scattered.

Not only should the fight be difficult, but it should also be infuriating. The PCs should utterly HATE the infernalist enemy they face well before they get a chance to do him in.


There is another wicked spell, about makeing a constituion check for each limb on you Body, total of 5 rounds, failure means you limb is broken, thats againizing and painfull, Seen a necromancer use it on a enemy once, even as a invoker I non of my spells hurt that much. I think it like Wither bones or something like that. ouch

Liberty's Edge

Soul Shriv
Necromancy [evil] [negative]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature, special
Duration: Special
Saving Throw: None
Spell Resistance: Yes

Sickly green light leaps from you outstretched fingers, striking your target in the eyes; from which, an instant later a vigorous red tendril flows back towards you.

This spell functions as a ray reequiring a ranged touch to hit. Unlike normal instantaneous rays, it can be maintained from round to round, or redirected to new targets.

On the first round that Soul Shriv is targeting a specific creature it does 1d6 per 2 caster levels of damage (maximum 6d6), after that it progresses to 1d6 per caster level (maximum 15d6). Additionally, after the first round of targeting a specific creature, the caster is healed for amount of damage equal to their caster level (maximum 15) per round.

All damage inflicted by this spell is treated as continuous.

To maintain the spell, the ranged touch attack must be repeated each round. To redirect the spell, a new ranged touch attack must be made.

The spell ends immediately when the caster decides to discontinue it, casts another spell, the current target dies, or any ranged touch attack fails.

Special: The spell heals undead in the same way that inflict spells do, and when used in this way the caster is wounded instead of healed.


Just thought you might like to know, Continuous damage dealing effects force concentration checks equal to 10 + HALF the damage dealt that round. So your Infernal Agony spell at CL 15 would prompt DC 17 checks, which at level 15 an enemy caster better have a Concentration mod of at least 15.

I just noticed that you seemed to have missed that part.

Dark Archive RPG Superstar 2013 Top 32

Dragonmann wrote:
Soul Shriv

I like the concept of the life-draining spell and, indeed, I was working on a couple myself. The problem with this spell is that, as it is currently written, the rules are a bit cumbersome and awkward. Since it's a standard action to cast and Concentrating to maintain a spell is also a standard action, it prevents the caster from casting any other spells while he maintains it. However, it doesn't actually list 'concentration' anywhere. This suggests that the caster could still cast quickened spells while maintaining this one. Plus, just SAYING that the damage is continuous seems awkward. Say the ray connects on the first round but then misses on the second. Is it still continuous? What does this look like thematically?

It's a great idea, but I think it needs some serious polishing before it will be functional. I appreciate the contribution nonetheless.

Here's one of the ones I was considering:

Siphoning Aura
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 20 ft. emanation centered on you
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: Yes
This spell creates an aura of necromantic energy that saps the life force of creatures caught within it and transfers it to the caster. Each round a creature (other than the caster) begins its turn within the aura, it suffers 1d8 negative energy damage and the caster gains an amount of healing equal to the damage dealt. If this healing would take the caster above his normal hit point total, he gains these hit points as temporary hit points instead (up to a maximum of 20). Temporary hit points gained in this fashion fade away after 1 hour. Constructs and undead are not subject to the damage dealt by this aura (and thus the caster would gain no healing either).
Material Component: A handful of crushed onyx worth at least 250 gp.

This spell would be EXTRA SUPER EVIL if the BBEG kept lots of people chained up in his lair and cast it in their vicinity, soaking up HUGE amounts of healing each round (and of course, rapidly killing them in a horrible fashion in the process).

Dark Archive RPG Superstar 2013 Top 32

The Black Bard wrote:

Just thought you might like to know, Continuous damage dealing effects force concentration checks equal to 10 + HALF the damage dealt that round. So your Infernal Agony spell at CL 15 would prompt DC 17 checks, which at level 15 an enemy caster better have a Concentration mod of at least 15.

I just noticed that you seemed to have missed that part.

Yes I did! Thank you very much! That makes the spell much more balanced.


Fatespinner wrote:

Yeah, I really like the idea of a continuous damage caster, hence my interest in creating such a thing. I kind of like the concept of the Warlock in World of Warcraft as basically an infernal wizard whose spells are designed to inflict pain and suffering more than just direct, instantaneous damage. I also came up with this spell for the higher end of the spectrum:

Infernal Agony
Illusion (Phantasm)(Evil)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One intelligent creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell causes the target's mind to burn with searing pain. When this spell is first cast, the target gets a Will save to avoid its effects entirely. If that save fails, the target immediately suffers 1 point of damage per caster level (max 25) and must make a Fortitude save or be unable to take any action in that round, crippled by the terrible pain. Each round thereafter, the target continues to take the damage and must continue making Fortitude saves in order to act in any given round until the spell's duration ends.
Material Component: A piece of humanoid brain soaked in the blood of a fiend.

Fatespinner:

Does this spell cause true HP damage that can cause death or just "phantom" damage that causes unconsciousness? I know that many illusion/phantasms only cause phantom damage.

Nice work, by the way.

Has anyone mentioned Evard's Black Tentacles? That fits for continuous damage.

You might want to consider a single target constriction spell. I have been meaning to make one up but I have been too lazy.

Liberty's Edge

Fatespinner wrote:
Dragonmann wrote:
Soul Shriv

I like the concept of the life-draining spell and, indeed, I was working on a couple myself. The problem with this spell is that, as it is currently written, the rules are a bit cumbersome and awkward. Since it's a standard action to cast and Concentrating to maintain a spell is also a standard action, it prevents the caster from casting any other spells while he maintains it. However, it doesn't actually list 'concentration' anywhere. This suggests that the caster could still cast quickened spells while maintaining this one. Plus, just SAYING that the damage is continuous seems awkward. Say the ray connects on the first round but then misses on the second. Is it still continuous? What does this look like thematically?

It's a great idea, but I think it needs some serious polishing before it will be functional. I appreciate the contribution nonetheless.

I admit, a tad bit rough around the edges... tried to fix it a bit, but I need my books for the right terminology

Siphoning aura looks good, I would consider making it level 4 or dropping the expensive component.

Dark Archive RPG Superstar 2013 Top 32

Bill Lumberg wrote:


Does this spell cause true HP damage that can cause death or just "phantom" damage that causes unconsciousness? I know that many illusion/phantasms only cause phantom damage.

Hmm, good point. I hadn't really thought about it. The way it was written, I meant it to do true HP damage, but your idea seems to make more sense (and could certainly serve to balance the spell if it seems overpowered). I might change the type to Necromancy to make the damage type more clear. What does everyone else think?


Summon Swarm, Insect Plague and Creeping Doom all fit the bill. Cloudkill causes continuous damage if I remember correctly.

Dark Archive RPG Superstar 2013 Top 32

Dragonmann wrote:
Siphoning aura looks good, I would consider making it level 4 or dropping the expensive component.

I like having the component because I can see this spell getting abused for healing ("I walk into a tavern after the fight and cast this to kill every commoner in the room and heal myself.") but dropping it to 4th level might not be so bad.

Liberty's Edge

Fatespinner wrote:
Dragonmann wrote:
Siphoning aura looks good, I would consider making it level 4 or dropping the expensive component.
I like having the component because I can see this spell getting abused for healing ("I walk into a tavern after the fight and cast this to kill every commoner in the room and heal myself.") but dropping it to 4th level might not be so bad.

Well, specifically, what level is greater fireburst? Same damage, same area, plus a heal, so it should be one level up, or expensive component.

Good reasoning though

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