Level my spells!


Homebrew and House Rules

RPG Superstar 2013 Top 32

Dear Paizo folk,

I enjoy creating spells for my home Forgotten Realms campaign, but I have difficulty judging appropriate spell levels. Perhaps you can help me.

I come from an older tradition of spell creation than Pathfinder's more efficient entries, so please indulge the idiosyncrasies. I'm also a latecomer to the Paizo, so some 3.5 terminology might slip in.

Primarily I'm seeking opinions on what level these spells should be, but all constructive criticism is welcome. I'm aware that some of these spells might well be considered "broken" by the usual standards of the game, but I'm confident that they'll fit nicely into my own campaign.

Many thanks!

RPG Superstar 2013 Top 32

Eldritch Kiss
Necromancy
Level: Sor/Wiz ?
Components: V
Casting Time: 1 standard action
Range: Touch
Targets: Living creature kissed
Duration: Instantaneous / 1 day
Saving Throw: None, see below
Spell Resistance: Yes

A spell both lauded and vilified, eldritch kiss can give or steal life as per the whim of the caster.
The spell is only effective against creatures of humanoid type that are within one size category of the caster (thus a medium sized caster can use eldritch kiss against small, medium and large creatures). The spell must be delivered in the form of a kiss, thus creatures without discernible mouths are immune. In order to use the spell against an unwilling victim, the target must be grappled by the caster, who must also make a successful concentration check. An eldritch kiss can be held as a charge as per the standard rules for touch spells.
An eldritch kiss can be used to exchange hit points or ability points between caster and target. The caster can determine exactly how many hit points are transferred, but the total cannot exceed 1d6 hit points per level of the caster, nor can it exceed the target’s current hit points +10, which is enough to kill the target. Hit points taken can be healed normally, but hit points gained are considered temporary hit points and are lost after 1 day.
For example, Jarilyn is a 14th level caster with a full complement of 35 hit points. He successfully casts eldritch kiss on Lyeil, who has only 3 hit points left. His player rolls 7d6 and gets 29. Depending on his feelings about Lyeil, he could steal up to 13 hit points from her, gaining them as temporary hit points, or could lose up to 29 of his own hit points and transfer them to Lyeil (who gains them as temporary hit points).
Instead of hit point transferral, an eldritch kiss can also transfer 1d4 ability points from a single ability of the caster’s choosing. Unlike hit point transferral, the caster has no control over how many points are transferred. Ability points gained are temporary, and are lost after 1 day. Ability points lost are temporary, and can be recovered at the rate of 1 point per day.

RPG Superstar 2013 Top 32

Encircling Blast Fireball
Evocation
Level: Sor/Wiz ?
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400’ +40’ per level)
Area: 20’ radius spread
Duration: 1 round per level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell combines the qualities of two of the most common magicks in any spellhurler’s arsenal, fireball and wall of fire. First the caster sends a tiny bead of flame shooting towards his enemies. With a low roar, this explodes, dealing 1d6 fire damage per level of the caster (maximum of 10d6). As a standard fireball, the encircling blast fireball can ignite flammable objects as well as damaging unattended objects.
However, when the fireball detonates, it does not dissipate, but instead forms a circular wall of fire at the extension of its blast radius. This barrier is not as hot or as powerful as a standard wall of fire, causing 2d4 fire damage to creatures within 5’ of the wall but no damage to those further away. However, any creature attempting to pass through the wall of fire suffers 2d6 +1 per caster level (maximum +20) fire damage. Creatures struck by the initial fireball can save for half damage, but enjoy no saves from damage incurred by passing through or proximity to the wall of fire. Creatures standing directly in the path of wall of fire when it forms receive damage as if trying to pass through it, but are entitled a reflex save for half damage. If foolish enough to remain in the fire’s path on subsequent rounds they no longer receive a save.
If a solid impediment, such as a solid stone wall or cliff face prevents the encircling blast fireball from forming a perfect circle, the wall of fire fails to form. Furthermore, if any 5’ section of the wall takes more than 30 points of cold damage in a single round, the entire wall of fire collapses (do not divide cold damage by four, as normal for objects). Unlike a standard wall of fire, cold damage cannot open gaps within the wall.
Material Component: A circular band of magnesium.

RPG Superstar 2013 Top 32

Figurative Stamina
Transmutation
Level: Bard ?, Sor/Wiz ?
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One figurine of wondrous power
Duration: As per figurine (see below)
Saving Throw: None
Spell Resistance: No

This specialised spell was created by the half-orc wizardess ‘Lonely’ Maugil. A crafter of and expert in the magical items known as figurines of wondrous power, Maugil designed this spell to increase the functionality of her creations.
The spell doubles the length of time a figurine of wondrous power can be used before it reverts to statuette form. The spell does not increase the number of times a figurine of wondrous power can be used per day or per week. For example, a bronze griffon can normally be used twice a week for a period of six hours. If figurative stamina is cast upon the bronze griffon, it can still only be used twice a week, but each period of use can last up to twelve hours rather than six.
The spell’s duration matches the time period in which a figurine’s uses are given. Figurative stamina cast upon a bronze griffon would have a week’s duration. A marble elephant can be used four times a month, so the spell’s duration is a month, golden lions can be used once a day so the spell’s duration is a day and so on. Additional castings of figurative stamina within this time period have no further effect.
Figurative Stamina can only be cast upon an inert figurine in statuette form. If cast whilst the figurine is in use (i.e. in creature form), then the creature immediately reverts back to statuette form and is cannot be used again for 1d6 days.
Material component: A clay replica of the figurine which is crumbled to dust and scattered over the figurine when the spell is cast.

RPG Superstar 2013 Top 32

Immaedin’s Impertinent Purloinment
Conjuration (Summoning)
Level: Sor/Wiz ?
Components: V, S
Casting Time: 1 standard item
Range: Personal
Area: 30’ radius
Duration: Instantaneous
Saving Throw: No (see below)
Spell Resistance: No

Immaedin the Ignored of Suzail is a conundrum to many who dwell in Cormyr. Quite why this infamous arcane trickster, thief of spells and general troublemaker is tolerated by the Forest Kingdom’s normally intractable War Wizards is the source many an idle, inaccurate theories and rumours. This spell is attributed to him, although the fact that a number of War Wizards have been seen to use it only fuels speculation.
The spell instantly summons the most powerful magic item (as calculated by gp cost) in its area of effect into the hands of the caster. Furthermore, the spell also serves to identify the nature of the item, and any command words required to operate it. The caster need not be aware of the presence of the item to summon it to his hands (which can lead to surprises if the enchanted chamber pot under the bed is more magically powerful than the wand in the enemy caster’s hands!). Artefacts are not affected by Immaedin’s Impertinent Purloinment, and if no magical items are within the spell’s area of effect when cast then the spell is lost.
A summoned item travels through the air to caster’s hands with sufficient force to drag swords from scabbards, wands from holsters or potions through the thin glass fronting of a cabinet. However, firmly secured items or items inside a sturdy container (such as a chest or well-fastened backpack) cannot be summoned. If an item is held in another creature’s hand, the caster makes an opposed disarm check with a +5 bonus to wrest the object from the creature’s grasp. Worn items such as rings or cloaks can be summoned if their possessor fails a Reflex save.
If a failed disarm check, successful reflex save or other factors mean the most powerful item cannot be summoned, then the next most powerful item within the spell’s effect is summoned and so on. If the caster fails to summon any of the items within the spell’s radius, the spell is lost. If two items of equal worth are within the spell’s radius, determine randomly which one is summoned.

RPG Superstar 2013 Top 32

Spell Lottery
Transmutation
Level: Bard ? Sor/Wiz ?,
Components: V
Casting Time: 1 standard action
Range: Medium (100’ +10’ per spell level)
Targets: 1 spellcasting creature
Duration: Permanent until discharged (see below)
Saving Throw: Will negates
Spell Resistance: No

This curious spell can be cast on any creature capable of casting divine or arcane spells. It causes the next 1d4 spells that the target attempts to cast to be randomly exchanged with a different spell the target has prepared. In the case of sorcerers, bards and other classes who do not have to prepare their spells before casting, the substituted spell can be any from their spell list. The spell has no effect upon spell-like abilities or psionics.
The substituted spell can be selected by a dice roll or chosen by the GM and needn’t be of the same level as the intended spell. Substituted spells of equal or lesser casting times as the intended spell are cast normally, but if the substituted spell has a longer casting time than the intended spell, then the spell is lost; the caster does not have enough time to complete the spell.
The target of a spell lottery can make a spellcraft check (DC 10+level of the substituted spell) to identify the spell he’s about to cast. If he’s successful, he can change the target of the spell if necessary, but he’s unable to prevent himself casting the spell (although he is able to direct it at a neutral point in space, such as firing a magic missile at a wall rather than at an ally). If he fails his spellcraft check, he casts the substituted spell against his intended target. If that target is out of range of the substituted spell, the spell takes effect at the maximum possible extension of its range (in the direction of its target). Spells with a range of personal take effect on the caster, and touch spells are cast normally (furthermore, the charge can be held at the target’s whim).
The spell lottery remains in effect until the target has cast all of his 1d4 random spells. It can also be negated with dispel magic. Of course, someone other than the target will have to do the casting!

RPG Superstar 2013 Top 32

Svaerinyl’s Sinister Shadow
Illusion (Shadow)
Level: Sor/Wiz ?
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ +5’ per 2 levels)
Targets: One creature
Duration: 1 round per 2 levels of the caster
Saving Throw: Will disbelief
Spell Resistance: Yes

Although now becoming increasingly popular with Shadow Weave users across the Realms, this spell was created centuries ago by the Red Wizardess Svaerinyl of the Obsidian Staves.
The spell causes the target to be attacked by his own shadow for the duration of the spell, which animates and turns against him. The target must cast a shadow for the spell to work, and thus does not work in conditions where no shadows form, such as complete darkness, grey, overcast weather, or at night (unless the moon is strong). In addition, if the target moves into an area where such conditions prevail, the spell immediately ends.
The sinister shadow attacks once per round, using a shadowy representation of whatever weapon the target was holding on the round the spell was cast. This weapon does not change, even if the target changes weapons during the spell’s duration. If the target is unarmed when the spell is cast, the shadow can only deal nonlethal damage (unless it possesses natural weapons). If the target is holding some mundane item such as a torch or a cooking pot, the shadow attacks with this improvised weapon. The shadow can use ranged weapons, with unlimited shadowy ammunition.
The shadow attacks using the base attack bonus of the target. If the target has multiple attacks per round, the shadow uses the highest attack bonus, but additional bonuses due to magic, feats or high ability scores are discounted. However, it need only make a successful touch attack to damage the target. Damage is dealt as per the weapon, without any additional bonuses. Any additional damage types or effects, such as fire or poison are also ignored (for example, a shadow attacking with a torch deals no fire damage). The sinister shadow cannot use magic, even if its target is a spellcaster. Thus, casting this spell against an opponent wielding a wand would be a fruitless exercise.
The target’s shadow can only attack the target, and lies as a normal shadow would in the existing illumination. The target herself cannot attack her own shadow, but can make a Will save to disbelieve it on the round the spell is cast and any subsequent round the sinister shadow damages her.


Eldritch kiss: I would make it 4th level spell. However, instead of granting temporary ability points to the caster I would limit it to healing ability damage - granting random bonus to ability score was generally removed in 3.5. Or it could bestow fixed -4 penalty to the victim and +4 enhancement bonus to the caster for 24 hours. I would also work a bit with the casting process - I think that kissing unwilling target's mouth should require a successful pin (but the spell could grant a bonus to it) and would rename it to vampiric/succubus kiss or something like that. I see nothing elritch in this spell ;)

Encircling blast fireball: Probably 5th level. Which also increases maximum damage from the initial blast to 15d6, which should be noted in it's description.

Figurative stamina: Ok, that's tough one. Maybe I get some idea later. One thing that bothers me is the name of the spell - figurative has meanings not well corresponding to the idea of this spell (when I saw the name I expected that it would create figurine granting stamina or something like that).

Impertinent purloinment: Somewhere around 10th+ level. Seriously this spell is very powerful. However, it's description contradicts it's school - it should be transmutation like all telekinesis spells, summoning refers to conjuring things from other planes in quite specific fashion. There are some others problems with this as well (it can remove ring from finger of someone who failed a Reflex save?!, I would see this as an example of firmly attached spell - magic rings tend to be fitting very well). I would advise you to put that spell back on a design board.

Spell lottery: Probably 9th level. However, there is no reason for this spell to ignore Spell Resistance. It affects single target. Also, as a transmutation I am unconvinced by the part that the victim cannot stop oneself from casting a spell on a successful Spellcraft check to notice that the wrong spell is cast. If it were Enchantment (compulsion) then it would be another matter.

Sinister shadow: I feel it as a third level spell. There is some redundancy in the texts (the part about not getting additional attacks due to high BAB, feats, spells and such is irrelevant - it was already stated that the shadow gets one attack per round a few lines above).

RPG Superstar 2013 Top 32

Thanks very much for the opinions Drejk!

Sinister Shadow, Eldritch (or not) Kiss, Encircling Blast Fireball - read and understood.

Spell lottery: I've changed it to an enchantment, as per your recommendations. If spell resistance was allowed, would you still rate it so high? In battle terms it's only negating the next few spells - quite low level spells such as silence can have the same effect if used correctly.

Impertinent Purloinment: Whilst undoubtedly powerful, I'm surprised you consider it higher level than a wish spell. It's range is not great, and there's a certain amount of chance thrown into it. The caster has no input in the item that is summoned - the most powerful magical item might well be unusable to him. There's also a good chance the most powerful magical item might be in an ally's hands. To use it effectively the caster has to position himself well.
With regards to the Reflex save, I felt that was best way to mechanically represent snatching for a ring slipping off a finger or such like. Perhaps I should do away with this aspect and consider rings and clothing firmly attached for the sake of simplicity.

Figurative(?) Stamina: Naming issues aside (I'm aware of the slight curveball with the name, but to me it has a nice ring to it), any further thoughts on spell level.


It would be really nice if you either moved all the fluff to the end, or took it out altogether.. since you want the mechanical aspects of the spells assigned a level it helps if people don't have to wade through crap to FIND them.

Eldritch Kiss - as written, that's higher than a 9th level spell. D6/level without cap, and no save, is a 9th level effect on its own... but that it gives you all those HP as temp just adds to the effect. There aren't any temporary ability points that I've seen, so any increase in ability score needs to be a typed bonus, and spells typically give enhancement bonuses. Spells likewise shouldn't give the caster multiple options to choose from.. needs reworking on multiple levels.

Encircling Blast Fireball - Probably about 8th level. I say this because I liken the effect of combining two spells into one to using the 3.5 "Twin Spell" metamagic feat which, I believe, increased caster level by 4. While wall of fire may have a reduced effect, you're drastically increasing its range by using fireball's instead, and as a single action you're potentially combining fireball and wall of fire's damage into a single action (for any foe caught at the edge of the blast).

Figurative Stamina - hate the name, and the application is too nebulous. Give it a flat duration and have it apply its effect to the next use of the figurine if that use is within the spell's duration, and it's maybe a 2nd level spell.

Immaedin’s Impertinent Purloinment - level 15 at least! Nothing about this spell is appropriate to PF, from the title (AD&D wants it obscure naming conventions back, btw) to the effect. If you insist on keeping it then you'll have to remove a lot of stuff before its a 9th level spell for really obnoxious powergamers who don't like roleplaying.

Spell Lottery - uh... a remove spellcasting ability spell? It's like antimagic only you still lose the spells you cast and there's no way around it. You can't even dispel it because you can't reliably cast dispel. Level 15 again.

Svaerinyl’s Sinister Shadow - drop the creator name, again. This is probably a level 2 spell. Remember that as a shadow spell, the representation is quasi-real, though at level 2.. so little so that maybe no damage works for disbelief, but giving them a -1 to attack rolls due to the distraction of the poking phantom on a successful save could apply.

RPG Superstar 2013 Top 32

Thanks for your time VoodooMike, and sorry if the fluff offends you.

I'll give Eldritch Kiss a transfer crap.

Spell Lottery and Impertinent Purloinment - I guess I'm writing these considering role-play heavy way my player's and I play, without thinking about the implications of handing such magic out to power-gamers.

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