Opinion, Rip, a new spell


Homebrew and House Rules


Just looking for some opinions nothing much

Rip
School Transmutation; Level Sorcerer/Wizard 5
Casting Time 1 Standard Action
Components V, S
Range 20 yds. + 10yds./level
Target 1 creature or object
Duration 6 Rounds
Saving Throw Will negates (Object) or none; see text; Spell Resistance yes (object); see text

This spell telekinetically moves part of an object in one direction while moving the rest of the object in a completely different direction. The resulting tug tears the object into two separate pieces, killing most creatures outright. Creatures or objects weighing more than 1,000 lbs. are not affected. As the movement is not especially rapid, damage builds up slowly.
If cast on a creature, no save is allowed against this attempt, but spell resistance applies normally, use your caster level in place of your Combat Maneuver Bonus and Combat Maneuver Defense, and add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength modifier, granting no dexterity bonus on Combat Maneuver Defense. Each round the subject may attempt a Combat Maneuver Bonus or Escape Artist check to end the effect as a standard action. The first round the creature takes 2 hit points of damage; on the second, an additional 4; on the third, an additional 6; and so on. By sixth round, the target has taken 20 hit point damage (2+4+6+8+10+20). This spell has a maximum duration of 6 rounds.
If you attempt to cast a spell while under the affect of this spell you must make a concentration check with a DC equal to 10 + 1/2 the damage dealt + the level of the spell you're casting. If the last damage dealt was on the final round of the spell, than the damage is over and does not distract you. (pg 207, table 9-1, Continuous damage while casting)
If cast on an object, the object requires a successful item saving throw or be torn in half.
As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris. A dispel magic dissipates the ripping force but does not repair damage already done. Once the rip is cast, further concentration by the caster is unnecessary.


Why would a creature get a restriction based on size. I understand they for object because people ripping buildings would ruin immersion for some people.

Does hardness apply?

I notice that you said cast level replaces CMB, not BAB.

That means the CMB is equal to caster level +int or cha modifier.
The CMD will then be caster level+Int or Cha mod+10?

Instead of calling out cha and int, why not say spell casting modifier since there is an archetype allows sorcerers to use wisdom?

This spell seem to be another version of "Mage's Disjunction". I would probably put it at level 6 or 7


All spells take hardness into effect AKA Shatter or energy spells

I'll look to changing the BAB and CMB part, and the specific stat because i just remembered there is a sorcerer that uses int.

Mage's Disjunction is a dispel type of spell and this spell does damage to people or objects there is nothing similar about either of these spells.


Both spells destroy objects. One use magic disenhancement. The other uses physical damage. If you destroy my fighter's sword it won't matter to me how it was done. I only know that a will save was required to do it.

The main difference is that this spell can hurt people, but it is not likely to do so since it take so long to only do 20 points of damage. More than likely something else will kill them before the 20 points does.

edit:I meant to take the hardness question out. As written it damage people. It never mentions damage to objects. It only says they are ripped in half.

Quote:
. The first round the creature takes 2 hit points of damage; on the second, an additional 4; on the third, an additional 6; and so on. By sixth round, the target has taken 20 hit point damage (2+4+6+8+10+20). This spell has a maximum duration of 6 rounds.


to refer to your top post where are you seeing size based?

The fact that it can destroy a weapon shouldn't really matter there are more than 5 spells that destroy items between level 2-9 there might be a spell that does it in level 1 but I don't know. The difference between all of those spells and Mage's Disjunction is that Make Whole and in some cases Mend can repair them.

The damage is more an aspect of causing spellcasters a concentration check when they cast unless they shrug it off.

I made it fixed damage instead of dice damage to avoid damage metamagics (empower, maximize and intensify) which could make the concentration checks impossible.

might want to tell me why you highlighted creature in the quote.


The size thing is referring to the weight limit.

I highlight the creature aspect because I asked about hardness earlier, but if the spell destroys the item outright then the hardness is a nonfactor. You replied that hardness applies though, but the spell does not way it damage the item. It only says it damage creatures.

You are correct MD is permanent. I guess level 5 is accurate for this spell. I had forgotten about disintegrate which is only one level higher.

I guess the only left to resolve is whether or not you intend for the item to be destroyed or if you intend for the item to be damaged over several rounds.


I thought a weight limit would be a good restriction on what it could pull apart I felt it might be to much to have the spell affect some large, huge and bigger creatures

The Original version of the spell damaged items which would guarantee it would be destroyed, and than I changed it to a saving throw so I got a little confused which version I put up.


wraithstrike, I'm always happy when you come around you always good & valuable opinions. I made the suggested change to the wording of caster level CMB to Caster level = CMB, and altered to just caster stat instead of specific stat which would of been an obvious problem in the future I'm sure. If you or anyone else sees anything I'd like to hear it so I can look at it and make further changes if need be, before I toss something out there.

Rip
School Transmutation; Level Sorcerer/Wizard 5
Casting Time 1 Standard Action
Components V, S
Range 20 yds. + 10yds./level
Target 1 creature or object
Duration 6 Rounds
Saving Throw Will negates (Object) or none; see text; Spell Resistance yes (object); see text

This spell telekinetically moves part of an object in one direction while moving the rest of the object in a completely different direction. The resulting tug tears the object into two separate pieces, killing most creatures outright. Creatures or objects weighing more than 1,000 lbs. are not affected. As the movement is not especially rapid, damage builds up slowly.
If cast on a creature, no save is allowed against this attempt, but spell resistance applies normally, use your caster level in place of your base attack bonus for Combat Maneuver Bonus and Combat Maneuver Defense, and add your primary casting modifier in place of your Strength modifier, granting no dexterity bonus on Combat Maneuver Defense. Each round the subject may attempt a Combat Maneuver Bonus or Escape Artist check to end the effect as a standard action. The first round the creature takes 2 hit points of damage; on the second, an additional 4; on the third, an additional 6; and so on. By sixth round, the target has taken 20 hit point damage (2+4+6+8+10+20). This spell has a maximum duration of 6 rounds.
If you attempt to cast a spell while under the affect of this spell you must make a concentration check with a DC equal to 10 + 1/2 the damage dealt + the level of the spell you're casting. If the last damage dealt was on the final round of the spell, than the damage is over and does not distract you. (pg 207, table 9-1, Continuous damage while casting)
If cast on an object, the object requires a successful item saving throw or be torn in half.
As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris. A dispel magic dissipates the ripping force but does not repair damage already done. Once the rip is cast, further concentration by the caster is unnecessary.


I would say "By sixth round, the target has taken 50 points of damage (2+4+6+8+10+20). This spell has a maximum duration of 6 rounds." The first version of the spell I read as taking a total of 20 points of damage at the end of round 6.

Does the object take damage over several rounds or is it instant?

I ask because of this statement-->As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris.

It makes it seem like the object is destroyed slowly, but you specifically call out creatures as taking damage.

If you want to emphasize that no debris is flying I would say "The spell ends as soon as the object or creature is separated*, and the target drops directly to the ground in the same square(s) it occupied when the spell ended."

*Torn or any other word may be substituted of course.


The version I just posted from the top is the same as the version I just posted above this except a small change in the Caster level and BAB wording. Yea the target is suppose to take 50 points total, and I can see what you mean so I'll rework on that wording to adjust it. It is suppose to be

Round - Damage - Damage dealt total - Concentration DC
First round - 2pts of damage - 2 - 10+1+spell level
Second round - 4pts of damage - 6 - 10+2+spell level
Third round - 6pts of damage - 12 - 10+3+spell level
Fourth round - 8pts of damage - 20 - 10+4+spell level
fifth round - 10pts of damage - 30 - 10+5+spell level
Sixth round - 20pts of damage - 50 - 10+10+spell level

I put "the movement is not especially rapid, and bystanders are in no danger from flying debris" to stop any idea that a broken flying weapon might hit someone.

I'll have to look into the debris wording

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