Level my (wild magic) spells III


Homebrew and House Rules

RPG Superstar 2013 Top 32

Hi All,

I've had great help in the past from Paizo forumites finding appropriate levels for homebrewn spells for my Forgotten Realms campaign, and I need your aid again.

These two spells are designed for an important NPC ally in the game, and might eventually find their way into the hands of the PCs. The NPC is a wild mage. In 2e, wild mages had their own suite of spells, which they lost in their perfunctory 3e update. I'm going back to the 2e way of doing things, but don't worry about wild magic, simply judge them as normal spells.

I'm looking for suggested levels and other useful suggestions. Please keep in mind this is for my homebrew game, so any balance issues can easily be tweaked in game.

Arcane Disassembly
School
abjuration (wild) Level sorcerer/wizard ?
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instantaneous
Saving Throw No Spell Resistance No

A rare spell harnessing the raw chaos of the Weave, arcane disassembly allows the caster to convert magic cast at him into a spell of his own choosing.

The caster casts arcane disassembly as an immediate action when he is made the target of any spell. The caster makes a Spellcraft check (DC 20 + level of spell cast upon him). Failing the check means the spell cast against him takes effect as normal.

Success indicates the spell has no effect on the caster, who may use its energies to cast any spell he has memorised (if a wizard) or on his spell list (if a sorcerer). The spell chosen must be of equal or lesser level than the spell consumed by the arcane disassembly. The cast must then cast the converted spell on his next turn (without losing a spell slot) or let the arcane energies dissipate as a standard action. Arcane disassembly cannot be used against spell-like abilities.

Summoner’s Bane
School
enchantment (compulsion, wild) [mind-affecting]
Level sorcerer/wizard ?
Casting Time 1 round
Components V, S, M (a broken link of chain)
Range medium (100 ft. + 10 ft. per level)
Area 50 ft. radius spread
Duration 1 round/per level
Saving Throw Will negates (see below) Spell Resistance No

This spell causes chaos amongst summoned creatures, causing them to run amok regardless of the wishes of the poor fool responsible for conjuring them onto the battlefield.

The spell affects all creatures of the outsider type, plus any creatures conjured by a summon monster, summon nature’s ally or similar spell. It also affects eidolons.

Creatures conjured via a summon spell and under the control of the spell’s caster are confused even if they would normally be unaffected by this condition. The summoner must make a caster level check (DC 20 +1 per HD of creature) for each summoned creature within the area of effect of the summoner’s bane. Failure indicates the summoner has lost control of that creature for the duration of the summoner’s bane. Uncontrolled creatures continue to suffer the effects of confusion even if they wander outside the area of effect of the summoner’s bane.

Outsiders that are not beholden to their summoner, or have entered the prime material plane of their own volition (via a gate or other such means) make a Will save each round of the spell’s duration or be staggered. This condition applies even if the outsider would normally be immune. Any successful save indicates the outsider has overcome the summoner’s bane and is unaffected for the remainder of the spell.

Eidolons are paralyzed by the summoner’s bane for the duration of the spell unless it or its summoner makes a Will save (roll using the higher save). A summoner can end his eidolon’s paralyzed condition at any time by sacrificing some of his hit points (equal to half the CL of the caster of summoner’s bane). These hit points are lost, not gained by the eidolon.


Allow me to adjust the wording of the first spell.

Quote:
The caster casts arcane disassembly as an immediate action when he is made the target of any spell. The caster makes a trivial check.

Moreover, a 1st level caster and a 50th level casters are the same. A caster throwing at you an energy drain would find you casting a free (you don't use a slot) time stop, or worse.

Quote:
The summoner must make a caster level check (DC 20 +1 per HD of creature) for each summoned creature within the area of effect of the summoner’s bane.

The check might be a little too high, depending on the spell level. The lower it is, the more impossibile it is.

RPG Superstar 2013 Top 32

Regarding the first, perhaps the base DC should be 30?

Jesuncolo wrote:


Moreover, a 1st level caster and a 50th level casters are the same.

The check might be a little too high, depending on the spell level. The lower it is, the more impossibile it is.

Not really sure I follow these two points I'm afraid. I'm more interested in suggested spell levels. Any suggestions?


Transylvanian Tadpole wrote:
Regarding the first, perhaps the base DC should be 30?

I think a Caster Level Check would be more appropriate than a Spellcraft Check. After all, your original formula gives a 1st level Wizard a Chance to convert a 9th level spell cast against him. And the odds only get better from there.

As for the Level, It basically allows for a Free Spell Slot of a level above this one (so if this spell is level 1, and you capture a level 9, you could get a free level 9 spell to cast back), I'd be very tepid about anything under level 7 or 8 (and most likely I would say 9th).

If you had a Lesser, Average and Greater versions of the spell which limited the Spell Cast Back, I think it would be more doable. Lesser (3rd level spell) would allow you to cast up to a level 3 spell back, Average (6th level spell) would allow you to cast up to a level 6 spell back.....

As for the Anti-Summoning Spell, am I correct the Spell has a Floating Variable DC, where the Summon Monster 9 has a tougher DC than a Summon Monster 1? If it is, that's a fairly powerful spell. And I don't have a good number for you for a level, but it wouldn't be low.

As for the Eidolon, is it just the "Summon Eidolon" spell, or the Ritual to get the Eidolon? And would it work on a Druid's Animal, Cavalier's Horse, Wizard's Familiar, etc....

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