Need some help with a spell idea...


3.5/d20/OGL


I was going over my druid PC and had a thought for a new spell concept. Splinters...

I'm thinking of making it either lv 1 or 2. The just of the spell is that it will force concentration checks via mass ammounts of splinters forming in your skin.

So far, I'm thinking that the spell with either require the caster to pick a specific body part/area of the body or have the spell automatically target the part of the body that the target's last action used.

With the first, you could target a spell caster's hands or mouth, hopefully hindering their spells, the wings of something that flies, the tendrils of a roper so it won't constrict you, etc...

With the second, you'd wait until your target performs an action, then splinter the body part(s) they just used.

As far as I know, there isn't a low-level spell that does this sort of thing.

Any ideas would be appriciated.

-Kurocyn


First thing that came to mind is that it is more about the pain, discomfort and hindrance then anything else. So make it a spell that forces a Concentration check to accomplish X task. High level spell casters will be able to shrug it off but that would be normal. Make it force a concentration check on the persons next action(s). Plus concentration checks need some love.

Maybe something like this:

Spoiler:

Splinters
Evocation
Level: Druid 2, Ranger 2, Sor/Wiz 3
Components: V,S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level or special(see text)
Saving Throw: Fortitude partial
Spell Resistance: Yes

A ray composed of green and brown energy springs forth from your pointing finger. When it strikes a target it causes painful splinters to embed themselves throughout the target creature's skin and even in it's joints.

You must succeed on a ranged touch attack with the ray to affect the target. A subject that is successfully targeted must make a Fortitude save or be affected by the spell for it's full duration. Every round of the spell the creature must make a Concentration check equal to the spells DC. If the targeted creature fails its concentration check then it has the following effects for the round:

*The target creature can only move at half normal speed, all spell casting and spell like abilities can not be activated that round and the target creature takes a -2 to hit on attack.

The target creature must continue to make these Checks until the spell duration runs out or the target creature makes three successful concentration checks (not necessarily in a row). If the fortitude save was successful then the target creature is only affected by the spell for one round and also receives a +2 bonus to it's concentration check for that round (against the spells effects).

Any creature normally immune to critical hits receives a +4 on all concentration checks forced by this spell. Any effected creature exposed to more then 6 points of fire damage (from any source) is freed from the effects of the spell as the splinters are burnt away. Calculate fire damage against the creature normally.

Arcane Material Component: A few wood splinters and either a drop of mercury or a live worm.

Created by Archlich

Hope this kind of thing is what you were looking for.


I like. Very well done.

I hadn't even thought about making it a ray.

Thank you. ^ ^

And you're right, concentration checks do need some love.

-Kurocyn


Hey Kuro, sorry to pop in on your thread, check your email sometime, I sent you my new address for a few more days anyway. should be under connor something... anyways, take it easy


A different option: the spell deals damage once per round whenever a character affected by it takes an action. That automatically requires a Concentration check (see the SRD). These spells are little powerful IMO compared to core, but they have some built in limitations. The greater version probably needs some more tweaking to avoid killing someone who fails a save.

Splinter
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

With the snap of a twig, hundreds of tiny wooden splinters fly onto your target, piercing his skin with many little barbs. When the target takes a standard action, the barbs cause pain and 1d6+1 per caster level damage (max damage 1d6+20).

Splinter, Greater
Level: Drd 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex halves
Spell Resistance: Yes

As per splinter except that the spell causes the target 1d6 per 3 caster levels damage (max 6d6) ever time the target casts a spell, attacks or takes a standard or move action. If the target makes the save, they take half damage, and the splinters do not stay in the skin, ending the spell after one round.

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