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Well I have just started making a drizzt character with all his abilities and Items (Including Guenhwyvar) so I am going to have to create some abilities as spells, so the spells that I will choose for this thread are:
I dont know the proper rules for thse so I am making them up. --GLOBE OF DARKNESS-- When cast this innate drow ability will consume your enemies in a globe of Impenetrable darkness which follows the enemy about so there is no escape. Foes inside the globe are stuck in complete darkness flailing about blindly. Effects: When cast on an enemy he will be as if he is under the influence of the blindness spell. There is also a 5% chance that the enemy will also be affected by confusion. Range: 30ft Duration: 1 round per level --FAERIE FIRE-- This spell will make harmless purple flames sprout up and engulf the victims body. The main purpose of this spell is to make the target stand out so they are easier to hit. But it has also been used to cause mass panic within the units of lesser creature such as goblins, who run about in terror when they see there bodies suddenly burst into flames, many of tham are too stupid to realise that the flames are not actually harming them. Effects: A target affected by this spell will become much easier to hit and so suffers a -2 to his AC value. The victim must also make a Save vs Spells of flee in terror. Range: 30ft Duration: 1 round per level Well these are a few of the abilities I will be attempting to make. |
Phasing Cage
Using his magical energies the caster teleports an enemy in the way of one of another enmeies attacks. In a sense it makes the enemy attack one of its commrads. Damage:none Type:Abjuration Range:Sight of Caster Duration:Instant Lvl: 4 |
Light Blast
This spell takes any existing light, enhances it, and concentrates it into a potent beam of energy. this energy blast is hot, like fire, only not fire, thus creatures made of fire, protected from fire, or even immune to fire, arent protected or immune to this spell. the spell also does double damage vs undead creatures. Damage:1d4 for every two levels Type:Invokation/Evocation Range:Sight of Caster Duration:Instant Lvl: 3 Casting Time: 3 |
Destroy Golem (Necromancy)
Level: 6 Range: 50 feet Duration: Permament Cating Time: 5 Area of Effect: Targeted Golem Saving Throw: Special The destroy golem spell removes the targeted golem's life force, causing it to become permamently inanimate. The golem will fall over harmlessly unless it makes a save vs. spell at -1 per every 5 levels of the caster. Magic resistance, if any, does not apply to this spell. does anyone else hate golems? [img]smile.gif[/img] my solo wild mage never knew what to do about them...i used spider spawn to keep them off me long enough to lower their resistance twice and then pelt them with spells until they fall over....then rested to face the next golem [img]tongue.gif[/img] i suppose tenser's transformation and the rod of smiting would have worked much better, in hindsight |
I can think of a number of PnP spells I would like to see in SoA.
The first two I would like are <font color="silver">Wall of Force</font> and <font color="grey">Wall of Iron</font>. The <font color="silver">Wall of Force</font> would be handy in holding attackers off and one of our favorite PnP tactics was to summon a <font color="grey">Wall of Iron</font> in the AIR over our opponents. It would then fall on them...doing crushing damage. Another good one is <font color="grey">Evard's Black Tentacles</font> - similar to <font color="lime">Entangle<?font> except that it does damage in addition to Entangling. |
Water spout
Using the energies that is all around us, a mage can force a jet of highly pressurised water out of the ground under the enemy. Damage: 1d6 +2 per level Type: Invokation/Evocation Range: Sight of Caster Duration: instant Lvl: 3 |
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