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My Kingmaker game is pretty much by-the-book with the exception of tossing the players a 20-Point-Buy bone and allowing one player a non-standard race choice. However, I really like "personal sidequests" for PCs and often include them in my homebrew campaigns.
Since Kingmaker is so sandbox-y, I figure it would be fairly easy to throw in a little side quest for each of my players with some sort of goodie at the end that's somewhat stronger than what they'd have at that level. Two I've got figured out: The halfling druid is going to get the "Fey Creature" template applied to her giant frog companion and the human cavalier is getting a custom feat that'll provide some nice buffs to make him a better king. I'm stuck on the gnome ranger and tiefling witch.
For the witch, I decided some custom spells at spell levels 3, 5, 7, and 9 a bit more powerful than they should be could work. Since her family is a big part of her character and has been fleshed out a lot, I think some sort of inherited "blood magic" would have the proper flavor. Each spell would be quite great for the level, but would require hefty personal risk to make use of.
Thing is, designing spells is a pain in the umber hulk.
This is what I've got for the first spell, at spell level 3. Please, let me know what you think and offer any suggestions you think are worthwhile. *Constructive* criticism is appreciated, and any clevel thoughts on flavor are also welcome.
3rd-Level spell
School: Transmutation (mind-affecting)
Casting Time: One Full-Round Action
Components: V,S,M (a significant amount of the caster's own blood, freshly shed)
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature + 1 additional creature/5 levels, no two of which may be more than 5ft. apart.
Duration: Instantaneous
Save: Will for half
Spell Resistance: Yes
When you cas this spell you must wound yourself deeply, inflicting 1d6 points of Constitution damage to yourself per creature targeted by the spell. Targeted creatures take 1d4 Intelligence damage/2 levels, to a maximum of 5d4 at level 10. A successful Will save halves this damage.

Crysknife |

Strange spell for level 3. The con damage hurts and one-full round is a lot, but the benefits are really great: 5d4 at level 10 means that maximized it does 20 point of int damage, and you can maximize it easily with a lesser rod.
Even if the target passes the save it will take 10 point of int damage, which are more than enough to drop most powerful foes or render a wizard/witch foe useless.
Not sure how often I would use it if I had it, but seems too powerful for it's level.

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Strange spell for level 3. The con damage hurts and one-full round is a lot, but the benefits are really great: 5d4 at level 10 means that maximized it does 20 point of int damage, and you can maximize it easily with a lesser rod.
Even if the target passes the save it will take 10 point of int damage, which are more than enough to drop most powerful foes or render a wizard/witch foe useless.
Not sure how often I would use it if I had it, but seems too powerful for it's level.
Thanks for your input! I was kinda hoping this thread would get a bit more attention.
As I said, it is supposed to be too powerful for it's level (special goodie and all). The idea was "powerful effect at personal risk". My question is weather or not it is *too* "too powerful for it's level".
I felt the Con. damage, full round action, Will save, *and* being subject to SR would help reign it in a bit, but I could be wrong. I'd like to hear from more people.