World of Farland

A world conquered by evil and ruled by the Lords of Sin; A unique campaign setting designed to be used with D&D 4th Edition.


critique spell

   

dam thats over kill. lol. How about reverse gravity and spike stones on the ceiling, with a wall of iron falling on the now much more holy enemy? lol. Thats my favorite combo.


Here's the final version of the spell, after much revision:

Carpet of Flame

Conjuration (Fire)

Level: wiz/sorc 3

Components: V,S, M

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5 ft. per 2/levels)

Area: 5' per level (see text)

Duration:1 round per level

Saving throw: Ref partial (see text)

Spell resistance: yes

This spell calls into being a carpet of fire that covers an area of the ground and burns to a height of 16 inches. Anyone standing or moving through the the area is allowed a reflex save for half damage. The spell does 1d4 points fire damage per level of the caster up to a maximum of 10d4. Targets caught in the spell's area for two or more rounds catch fire (no save) and take an additional 2d8 points of fire damage each round on top of the spell's damage. A creature must exit the spell's area before taking a move action to put out the flames and cease taking the additional damage; a burning creature who leaves the area of the spell will continue burning for 2d4 rounds or until it puts out the flames. The caster can choose which areas of the ground to cover, in any pattern, as long as all 5' squares chosen are adjacent to another square which is on fire because of this spell. Every round the caster can cause the spell to move 10 feet in any direction by concentrating (a move action), although the total area the spell covers does not change. If the caster moves the area of fire to cover a new 10' area, a 10' area that was previously covered with fire goes out. The material component of this spell is a pinch of tar and sulphur.


Here's the final version of the spell, after much revision:

Carpet of Flame

Conjuration (Fire)

Level: wiz/sorc 3

Components: V,S, M

Casting Time: 1 Standard Action

Range: Close (25 ft. + 5 ft. per 2/levels)

Area: 5' per level (see text)

Duration:1 round per level

Saving throw: Ref partial (see text)

Spell resistance: yes

This spell calls into being a carpet of fire that covers an area of the ground and burns to a height of 16 inches. Anyone standing or moving through the the area is allowed a reflex save for half damage. The spell does 1d4 points fire damage per level of the caster up to a maximum of 10d4. Targets caught in the spell's area for two or more rounds catch fire (no save) and take an additional 2d8 points of fire damage each round on top of the spell's damage. A creature must exit the spell's area before taking a move action to put out the flames and cease taking the additional damage; a burning creature who leaves the area of the spell will continue burning for 2d4 rounds or until it puts out the flames. The caster can choose which areas of the ground to cover, in any pattern, as long as all 5' squares chosen are adjacent to another square which is on fire because of this spell. Every round the caster can cause the spell to move 10 feet in any direction by concentrating (a move action), although the total area the spell covers does not change. If the caster moves the area of fire to cover a new 10' area, a 10' area that was previously covered with fire goes out. The material component of this spell is a pinch of tar and sulphur.


hmmm would that spell allow permanency to be cast upon it/ cause that could be useful for treasure rooms along with other fun traps :D


hmmm would that spell allow permanency to be cast upon it/ cause that could be useful for treasure rooms along with other fun traps :D


That spell is trap worthy also. maby create a slightly more powerful version that causes the material to ignite at a later date.
just a quick "Delayed" Version of the spell

Delayed Carpet of Flame
Conjuration (Fire)
Level: wiz/sorc 7
Casting Time: 1 hour (not intended for combat use)
Duration: 24 hours or when triggered, wichever occurs first (the ammount of delay it has)

This spell functions exactly like carpet of Flame except that it is more powerful and can be detonated at a certain time within the duration, during a certain event(defined by the caster at the time of casting the spell), wichever happens first, or both. The flames of this spell can reach 2 feet high and deal 1d6 points of damage per level with a maximum of 15d6. The caster can not move the spell out of it's designated area. it follows the same ulse as "Carpet of Flames" for determinint extra damage besed on catching fire. The flames remain for one round per caster level.

Trigering the spell: to trigger the spell, the caster mearly states how many hours the spell remains dormant untill it ignites or what sort of event must be done to activate the spell; such as: a command word, the passing of any or a specific creature, or the death of the caster. this is essentialy left up to the imagination of the caster and the Dm. prior to detonation, the area to be ignited looks perfectly normal, though detect magic spells reveile the presence of the spell.

Arcane components: one large ruby costing no less then 1,000 gold, crushed and sprinkled over the area to be covered (not nessisarily compleatly covered)

That was just quickly whiped up. more so a suppliment to the carpet of Flames spell then a redon version.


That spell is trap worthy also. maby create a slightly more powerful version that causes the material to ignite at a later date.
just a quick "Delayed" Version of the spell

Delayed Carpet of Flame
Conjuration (Fire)
Level: wiz/sorc 7
Casting Time: 1 hour (not intended for combat use)
Duration: 24 hours or when triggered, wichever occurs first (the ammount of delay it has)

This spell functions exactly like carpet of Flame except that it is more powerful and can be detonated at a certain time within the duration, during a certain event(defined by the caster at the time of casting the spell), wichever happens first, or both. The flames of this spell can reach 2 feet high and deal 1d6 points of damage per level with a maximum of 15d6. The caster can not move the spell out of it's designated area. it follows the same ulse as "Carpet of Flames" for determinint extra damage besed on catching fire. The flames remain for one round per caster level.

Trigering the spell: to trigger the spell, the caster mearly states how many hours the spell remains dormant untill it ignites or what sort of event must be done to activate the spell; such as: a command word, the passing of any or a specific creature, or the death of the caster. this is essentialy left up to the imagination of the caster and the Dm. prior to detonation, the area to be ignited looks perfectly normal, though detect magic spells reveile the presence of the spell.

Arcane components: one large ruby costing no less then 1,000 gold, crushed and sprinkled over the area to be covered (not nessisarily compleatly covered)

That was just quickly whiped up. more so a suppliment to the carpet of Flames spell then a redon version.




 

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