* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : New Spells (2nd ed) Started at 04-16-08 09:35 PM by Oxlar Visit at http://forums.gleemax.com/showthread.php?t=1018913 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Oxlar Date : 04-16-08 09:35 PM Thread Title : New Spells (2nd ed) Here is a bunch of new spells I've been working on for a new mage specialist, the Chromomancer. This specialist is an effects based specialist that focuses on color and radiance. I can post the details of the specialist if anyone wants. But I figured I'd post the spells because they would be easy to integrate into any game. Just thought I'd share some home brew resource, enjoy. New Chromomancer Spells Level 1 Monochromatic Field (Conjuration/Summoning) Range: 120 yards Components: V,S,M Duration: 10 rounds + 1 round/level Casting Time: 1 Area of Effect: 60 ft Cube Saving Throw: None When this spell is cast, it creates a cube of monochromatic light of a color chosen by the caster. Each color has different effects that may be helpful or harmful depending on what happens within that field while the spell is in effect. There are no saving throws against this spell as it does not affect the individual, but the resulting forces within the area of effect. This field filters out all light except of the chosen color, thus if green were chosen the entire area would appear to have been bathed in green light and everything will be viewed in various shades of green. Spells which carry an effect specifically tied to a color is changed to the color of the field. If the spell does not have an effect for any similar color in relation to the field, then the spell creates no effect based off of color for its duration. Red: All saves vs. fire/heat are at -1, all saves vs. water/cold are at +1. All water/cold damage incurs a penalty of -1 per damage die, minimum of 1. Cyan: All saves vs. cold/water are at -1, all saves vs. fire/heat are at +1. All fire/heat damage incurs a penalty of -1 per damage die, minimum of 1. Infravision is reduced by half. Yellow: All physical attacks receive a bonus of +1 damage per attack. All saves vs. electricity are at +1. -1 hex movement per round due to the increased effect on mass. Indigo: All saves vs. electricity are at -1. All physical attacks receive a penalty of -1 damage per attack due to the decreased effect on mass. Scintillating Beam (Conjuration/Summoning) Range: 10 yards/level Components: V,S,M Duration: 2 segments/every other level Casting Time: 1 Area of Effect: 1 Target Saving Throw: Special The chromomancer shoots forth a beam of scintillating color to automatically strike its target provided the caster has line of sight and the target is within range. The beam will pulse different colors down the length of the beam in succession for its duration. The beam will last for 2 segments per every other level of the caster (2 segments at 1st, 4 segments at 3rd, 6 segments at 5th, etc…) and will change its color each of those other levels with a new effect taking place with each new color. This spell can last a maximum of 10 segments (level 9). Casting this spell renders the chromomancer immobile for its duration. Any melee attacks against the caster during this time get a bonus of +2 to hit. Any damage to the caster during the spell’s duration forces the caster to check for spell disruption. However, since the spell has already been cast and it is just a matter of concentration, the caster receives a bonus of +4 to these checks. The beam will follow the target after its initial contact until the spell’s duration ends. If the target moves and brings another being into contact of the beam, the new creature will be affected by what ever color is next on the list. The beam will continue to follow its original target for the duration of the spell. However, the target may mitigate the effects by interposing obstacles between him and the caster. Any obstacle that provides 100% cover will prevent the beam from harming the target. This will not end the spell, but will protect the target while it is between the caster and target. Another creature of equal or greater size, in relation to the target, will provide enough cover to prevent the target from being effected. However the creature caught between the caster and target will suffer the effects of the next color in the list. The caster does not get to select which color hits the target first. It is chosen randomly. Once the color is randomly chosen, the remainder of colors always proceed down the list in sequence from the initial color. Every 2 segments the color will shift as the colors move down the length of the beam. Every color does 1d4 points of damage when it hits, no save. However, each color has a secondary effect which may be avoided all together if a successful saving throw vs. spells is made. Red: Saps strength, -1 to hit & damage for 1d4 rounds. A successful saving throw negates this effect entirely. Orange: Heats any metal items being held/worn by target. Metal objects held deal 2 points per round for the next 2 rounds unless dropped. Metal armor worn does 1d4 damage per round for the next 2 rounds unless removed or cooled. A flask of water will do the trick. A successful saving throw negates this effect entirely. Yellow: Does additional 1d4 damage, save negates the extra damage. A successful saving throw negates this effect entirely. Green: Renders the target immobile for remaining duration of the spell. A successful saving throw negates this effect entirely. Blue: Slows target, ½ movement & initiative penalty of 4, for 1d4 rounds. A successful saving throw negates this effect entirely. Indigo: Magnetizes target for 1d4 rounds. If the target has metal weapons then he receives a -2 penalty to attacks with them. Any attacks made against a magnetized target by metal weapons get a +2 bonus to hit. A successful saving throw negates this effect entirely. Violet: Causes target to glow as per Faerie Fire for 1d4 rounds. A successful saving throw negates this effect entirely. Black: Blinds target for 1d4 rounds. A successful saving throw negates this effect entirely. Example: Arcus, a 5th level mage, casts scintillating beam on an ogre. Arcus rolls 1d8 to find out what color initially hits the ogre, and rolls a 3 (yellow). The ogre takes 1d4 damage. The ogre then makes a save to avoid the secondary effects of the yellow beam and succeeds in avoiding the second 1d4 damage. This beam hit the ogre in segment 4. On segment 5 the ogre moves. In doing so he puts both an orc and another ogre between himself and Arcus. The orc is not big enough to provide full cover and thus escapes the effects of the beam. However, the other ogre is big enough and is struck by the next color which is green. This new ogre takes 1d4 damage and fails his save, rendering him immobile until the spell’s duration expires (or in this case the original ogre moves and takes his beam with him). The original target continues his move and ends with no obstacles big enough to provide full cover for the remainder of the beam’s spell duration. On segment 6 the color green moves further down the beam and now strikes the target dealing 1d4 damage. The ogre again makes his saving throw and thus is not rendered immobile. On segment 7 the ogre throws a club at Arcus and gains a +2 on his attack because Arcus is stationary while continuing to concentrate on this spell. The ogre does 8 points of damage to Arcus. Arcus attempts a spellcraft roll at -4( 8 damage -4 as per scintillating beam). Arcus succeeds and maintains his spell. On segment 8 the blue color of the beam reaches the ogre doing 1d4 damage. The ogre attempts a save for the secondary effects but fails. The ogre suffers from being slowed, ½ movement & initiative penalty of 4, for 1d4 rounds. On segment 10 Arcus is free to move again. All said and done, the ogre suffered from 3d4 damage and was slowed for 1d4 rounds. Also another ogre suffered from 1d4 damage, thanks to his friend. Level 2 Primal Crown (Conjuration/Summoning) Range: 0 Components: V,S Duration: 3 rounds/level Casting Time: 2 Area of Effect: Caster Saving Throw: Special When this spell is cast a crown of three motes appears above the caster’s head. Each mote is a different color; red, green, and blue. The motes may be used in one of two ways. The first way is automatic and not controlled by the caster. Whenever the caster is hit with a physical weapon, either missile or melee, a mote at random will fly from the crown and automatically strike the aggressor. When a mote is released in this fashion there is no saving throw for half damage or its effects. This does not interfere with any of the caster’s other actions. When a mote is released it is removed from the crown and no longer available. Alternately the caster may choose at will to release any desired colored mote at a target. This requires the caster to use his action in any round in which he wishes to use a mote in this manner. The mote strikes automatically if the target is within 10 yards/level. If the target is beyond this range, then the mote will wink out before reaching the target. Unlike the defensive application of this spell, any mote used offensively allows for a saving throw by the target to sustain half damage and avoid any secondary effects. When a mote is released it is removed from the crown and no longer available. Each mote has a different effect and may only be used once regardless of how it is used. The red mote deals heat damage of 1d6 + 1/level(maximum of 10). The green mote paralyzes its target for the remainder of the round and then entire next round. The blue mote does 1d4 + 1 every other level (2 at 3rd level, 3 at 5th level, etc… maximum of 10) cold damage and slows its target for 1d4 rounds. Slowed targets move at half speed, attack last in each round, and only get a maximum of 1 attack per round. Ziosic Shield (Evocation/Invocation) Range: 0 Components: V,S,M Duration: 5 rounds/level Casting Time: 2 Area of Effect: Caster Saving Throw: None This spell is a modification of the 1st level spell Shield. It provides a base AC of 4 for all attacks. When the spell is cast, one of the available colors is chosen. The shield has a very faint glow to it of the selected color. This glow does not provide enough light to function in darkness. It however is enough that someone with acute night vision will easily see the caster’s spell. Once the color is selected by the caster, it cannot be changed for the duration of the spell. The additional properties as described by its respective color apply to any effect that the shield provides intercession for the caster. The shield covers the front three hexes of the caster. This spell will work in conjunction with other protection spells or devices that give resistances to various damage types. The shield modifies respective incoming effects. It does not alter outgoing effects. The shield’s damage absorption is accounted for before any saving throw or personal resistances are taken into account. Blue: All cold/water based attacks receive -1 per damage die. Green: All corrosive based attacks receive -1 per damage die. Red: All heat/fire based attacks receive -1 per damage die. Violet: All electrical attacks receive -1 per damage die. Level 3 Consequential Crown (Conjuration/Summoning) Range: 0 Components: V,S Duration: 3 rounds/level Casting Time: 3 Area of Effect: Caster Saving Throw: Special This spell may be cast in conjunction with the 2nd level version, Primal Crown. When this spell is cast a crown of three motes appears above the caster’s head. Each mote is a different color; yellow, magenta, cyan. The motes may be used in one of two ways. The first way is automatic and not controlled by the caster. Whenever the caster is hit with a physical weapon, either missile or melee, a mote at random will fly from the crown and automatically strike the aggressor. If the 2nd level version of this spell, Primal Crown, is in effect while this spell is in effect, the caster gains mastery over the primal colors and may chose to release one of those, red or green or blue, instead of a random color. Only one mote is released at any given time and if chosen at random may be from either the primal or consequential crown. When a mote is released in this fashion there is no saving throw for half damage or its effects. This does not interfere with any of the caster’s other actions. When a mote is released it is removed from the crown and no longer available. Alternately the caster may choose at will to release any desired colored mote at a target. This requires the caster to use his action in any round in which he wishes to use a mote in this manner. The mote strikes automatically if the target is within 10 yards/level. If the target is beyond this range, then the mote will wink out before reaching the target. Unlike the defensive application of this spell, any mote used offensively allows for a saving throw by the target to sustain half damage and avoid any secondary effects. When a mote is released it is removed from the crown and no longer available. Each mote has a different effect and may only be used once regardless of how it is used. The yellow mote deals 1d10 + 2/level(max 20) of physical damage. The cyan mote deals 1d10 + 1/level(max 10) of lightning damage. The target is also stunned and unable to parry for 1d3 rounds. The magenta mote does 1d6 +1/level (max 10) of ultraviolet positive energy damage (fungi and other light sensitive targets suffer double damage). The target is also blinded for 2d4 rounds. Glimmer Blast (Evocation/Invocation) Range: 25 yards + 5 yards/level Components: V,S,M Duration: Instant Casting Time: 3 Area of Effect: 35’ diameter (7 hexes) Saving Throw: ½ When this spell is cast, the chromomancer launches a glimmering missile that shines and twinkles like a brilliant star into the air. It travels quickly and in an arc to land at the desired location. When it reaches its desired location it explodes silently covering a sphere of 35’ in diameter. This is not a physical explosion and does not require the entire volume to be filled as a fireball does. Any physical barrier thicker than 1” of solid material will provide protection. If the creature is in the area of effect but not in direct line of sight of the point of impact, around a corridor corner for example, they take only ½ damage and save for ¼. If the creature is completely blocked off, such as behind a door, then they take no damage. Other spells may completely mitigate this damage, such as darkness 15’ radius or cloak of shadows. Glimmer Blast deals 1d6 per level of radiant energy damage (maximum 10d6). In addition, any creatures with visual sensory organs are blinded for the remainder of the round and the entire next round if they fail their saving throw. Those using infravision at the time are automatically blinded whether they make their save or not. Undead or other creatures sensitive to light take an extra 1 point of damage per damage dice. Those effected by a glimmer blast can easily be recognized by the intense sunburn that is left with them. Level 4 Radiant Crown (Conjuration/Summoning) Range: 0 Components: V,S Duration: 1 turn/level Casting Time: 4 Area of Effect: Caster Saving Throw: Special This spell may be cast in conjunction with the 2nd level version, Primal Crown, and the 3rd level version, Consequential Crown. When this spell is cast a crown of brilliant white light appears above the caster’s head. The crown gives off light equal to a continual light spell and cannot be squelched by any means short of a dispel magic, anti-magic, or darkness counter of artifact level. Any thing that tries to target the caster receives a -2 penalty to their roll, this includes spells that directly target the caster. This penalty only applies if the attacker has eyes that are affected by bright light. Any creature that is vulnerable to bright light, such as vampires or drow, receive a -4 penalty instead. This is an obscurement penalty and does not stack with other spells such as blur that offer the caster AC bonuses. While radiant crown is active, the caster may choose which color motes of either Primal or Consequential crown is released defensively instead of at random. Also all saves against said spells have a penalty of -2. In addition, all damage caused by the previously listed spells is increased by 4. The caster may choose to end his radiant crown early. In doing so, it sends out an incredibly brilliant pulse of light. Any unused motes will be released as well, ending their respective spells. The caster may choose targets for any mote released in this manner provided they are within range, 10 yards/level. The wave of light will pulse out to a radius of equal range. All those not shielding their eyes must make a save vs. spell or be temporarily blinded for 2 rounds. All normal penalties for blindness apply. Refracted Image (Illusion/Phantasm) Range: 0 Components: V,S,M Duration: 3 rounds + 1 round/level Casting Time: 1 round Area of Effect: 25’ + 5’/level Cube Saving Throw: None This spell is a mixture of the blink and mirror image spells. When it is cast, it creates vertical fields of various colors, like doorways. The spell creates one doorway where the caster currently stands and an additional 1d4 doorways + 1 doorway per 3 levels above 7th. Thus at level 7 it could create between 2 and 5 doorways. At level 10 it could create between 3 and 6 doorways. Each doorway is of a different color. The colors have no effect on the spell and may be determined randomly or at the desire of the caster. However, no two doorways may have the same color. White and black are not acceptable color choices. When determining the area of effect, the caster uses his current position as the primary doorway and the cube of effect may be placed anywhere so long as his current position is somewhere within its area of effect. For example he may choose to extend the area of effect completely out in front of him so his primary doorway is located on its edge. Or he may choose to make his primary location the center of the cube or even the corner of the cube. Please note, the mage is manipulating the area of effect and not his current position. The caster determines the placement of all other doorways at this time. Each doorway must have a line of sight to the primary doorway. This is only for the placement of the spell and has no bearing on the function of the spell if the primary doorway is destroyed at a later time. When the spell comes into being, the caster will appear within the first colored doorway. Each doorway is monochromatic and thus everything about the caster appears to be a shade of that color. The doorway does not actually change any colors or effects from the caster, it just acts as a filter for what people can see. Thus if a prismatic spray spell is cast from the doorway, it still has all of its color properties and will be of multiple colors after it emerges from the doorway. Any given round within the duration of the spell, the caster may choose to transport himself to any of the remaining active doorways. This action takes an entire round for the dematerialization and re-materialization to occur and thus may not take any actions during a round in which this is happening. The caster may choose not to step out of the doorway, but instead remain within it and take whatever actions he wishes from that vantage point. If the caster remains within any doorway, all the other doorways will show a mirrored image in their respective doorways. The caster may be struck normally while he is within any doorway. However if a doorway that is just a reflected image is struck and the caster is not actually in that doorway, the doorway will wink out of existence and become un-useable by the caster for the remainder of the spell. This procedure is handled very similar to the mirror image spell. The attack must be a ‘hit’ upon the caster in order to cause the doorway to be dispelled. If the doorway that actually has the caster in it is the target then the caster is hit and the doorway remains open. A doorway can only be dispelled by attack if it is currently reflecting the image of the caster, otherwise the attack passes harmlessly through the doorway. The caster may exit any doorway and move about as he pleases. He may even choose to exit one doorway and enter another one entirely. Level 5 Refractive Scattersphere (Alteration) Range: 50 yards at sphere’s center Components: V,S,M Duration: 4 rounds + 1 round every level beyond 9th Casting Time: 5 Area of Effect: 65’ diameter Saving Throw: ½ The chromomancer enchants up to 3 gems + 1 gem (maximum of 6 gems) every odd level beyond 9th, thus at level 15 it would be a maximum of 6 gems. These gems must be at least 100 gp in value and be cut gems. The gems will have a twinkling light appropriate to the color of each gem. After the gems are enchanted the caster throws them up to 50 yards away where they haphazardly land in an explosion of dancing beams of light which reflect and bounce off the interior of the sphere. The inside of the sphere appears to be coated with some mirrored surface and anyone within the sphere cannot see beyond its confines. However they may physically pass through this barrier and any spells other than light based may freely pass through the sphere’s barrier as well. From the outside of the barrier, light is bent around it so objects on the other side of it may be clearly seen. But anyone or thing passing into the barrier will be lost from sight by those outside of it. A keen eye (perception check) may reveal that something does not look quite right when looking at the area, or beyond, where the sphere is located. Anyone in the sphere when the spell is cast takes 1d10 points of damage per gem used in the spell, save for ½. Anyone in the area may attempt to leave the sphere without hindrance unless restrained by some other means. Anyone entering this sphere will take the previously stated damage immediately. Every round someone spends within the sphere’s boundaries, they are subject to the effects of the scattersphere. This spell absolutely requires the material component, gems, in order to cast this spell. At the end of the spell, the gems are rendered completely flawed and are only worth 1/10th of their previous value. They may never be used again for this spell. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Varl Date : 04-17-08 11:47 AM Thread Title : Re: New Spells (2nd ed) New Chromomancer Spells Chromomancer. I like it. :D A few comments on some of the spells. Scintillating Beam I'm not sure quite how the delivery of this spell works. It's a beam, a multicolored beam, but describe to me how each color layer is delivered. I'm picturing a magical multicolored javelin or spear, multihued, being thrown at a target. It seems to me, that if it strikes its target, each layer is going affect the target nearly instantaneously because of the speed of the projectile. See what I mean? I'm not sure of the timing of each effect. You say 2 segments for each color. Is that the interval? Primal Crown (Conjuration/Summoning) Nice spell. People are always clamoring on how 1st level mages need more to do than their one pitiful spell, well, spells like this go a long ways towards rectifying that. Well done! Ziosic Shield (Evocation/Invocation) Another good spell. Can it be used in conjunction with a Sheild spell? Which overrides which? Consequential Crown (Conjuration/Summoning) Excellent! I love that it buddies up with Primal Crown. I assume it can also be used independently. Glimmer Blast (Evocation/Invocation) Too cool. Mages could use more 'falling star'-like effects. After reading the description, I got a nice visual of another new spell. Not necessarily chromomancy, but one that actually brings down spatial debris as a star in the form of a shooting star/asteroid that impacts where the caster desires. It would bring new meaning to shooting stars. ;) Radiant Crown (Conjuration/Summoning) And it keeps getting better and stronger. I like. Refracted Image (Illusion/Phantasm) Mmmm. A nice spell for higher level use in combination with permanency, and as a convenient getaway spell. Refractive Scattersphere (Alteration) Confusing spell. The gems create the sphere when they land, right? Because it doesn't specifically say that they do, only that they erupt in an explosion of dancing beams of light inside the sphere. It also creates an invisibility effect (go ahead, you can say it... ;) ). Still, a cool spell. Well done on these spells. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Oxlar Date : 04-17-08 01:06 PM Thread Title : Re: New Spells (2nd ed) I'm not sure quite how the delivery of this spell works. It's a beam, a multicolored beam, but describe to me how each color layer is delivered. I'm picturing a magical multicolored javelin or spear, multihued, being thrown at a target. It seems to me, that if it strikes its target, each layer is going affect the target nearly instantaneously because of the speed of the projectile. See what I mean? I'm not sure of the timing of each effect. You say 2 segments for each color. Is that the interval? Re: Scintillating Beam Yeah this is a hard one to lay down in text. Think of its delivery more like aganazar's scorcher, where the caster is held in the process of casting it and the beam continuously extends from the caster to the target during its duration. Caster==blue==green==yellow==orange==red==target Imagine the ===== is the beam and the beam is segmented into colored sections as noted above. Every two segements the colors shift down the length of the beam. So in the above diagram the red section is hitting the target. In 2 more segments the red section will dissappear and then it will be orange that is hitting the target and so on until the spell is ended. Hope that helps. Another good spell. Can it be used in conjunction with a Sheild spell? Which overrides which? Re: Ziosic Shield Good catch. No it wouldn't be in conjunction with the regular shield spell. I believe both spells are dispellable by the caster's will, as are most, so which ever one would be cast last would probably be the active one. Excellent! I love that it buddies up with Primal Crown. I assume it can also be used independently. Re: Consequential Crown Oh yeah, it can totally be used on its own. I like the crown spells the best, myself. Mmmm. A nice spell for higher level use in combination with permanency, and as a convenient getaway spell. Re: Reflected Image This is a very powerful spell. Where other spells like mirror image are fast and great to use to 'get away', this spell has a casting time of 1 round. But it really allows the mage to move around the imediate battle field and escape pursuers once the spell is set up. Very useful for the tactically inclined mage. Confusing spell. The gems create the sphere when they land, right? Because it doesn't specifically say that they do, only that they erupt in an explosion of dancing beams of light inside the sphere. It also creates an invisibility effect (go ahead, you can say it... ;) ). Your right it is a bit confusing. I hadn't planned on posting these as I was going to use them in game and then could explain the visual a little better. The intent was to allow the mage to designate the sphere or area of effect and then toss the gems into its designated area, releasing the light from the gems which then bounce around the inside of the sphere much like debris does in a scatterspray spell. Technically the gems wouldn't have to be in the center of the sphere, just somewhere in the designated area when they release their light. Thank you for your feedback. Hopefully you and others may find use for some of these. I'm sure they would get tweaked according to desire. But hey, there is no such thing as too much resource as long as its not cheesy. I'm gonna lay down another spell today called Specter of the Broken. It has to do with attaching a halo of light to someone's shadow that only the target can see, if they are facing their shadow. The halo will bind the shadow, thus keeping the target from being able to move. It will not be a charm, but an actual metaphysical hold, like some planar anchor. I know the name sounds odd for a chromomancer spell, but it is based off of a real life light theory anomoly. Its actually called Specter of the Brocken, named after a mountain in Germany where it was first noticed. People could see halos around their own shadow, but not someone elses as there is only a 10 degree angle of visible refraction. Anyways, interesting stuff. Thanks again for your feedback. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Oxlar Date : 04-17-08 02:29 PM Thread Title : Re: New Spells (2nd ed) Here is the Chromomancer Specialist that goes along with those new spells: Chromomancer Mage Specialist The chromomancer is an effects based specialist, much like the dimensionalist or shadow mage. The chromomancer’s effects are based off things associated with the planes of brilliance and positive energy such as light, color spectrum, manipulation and bending of light, and the sun(stars). At the heart of their repertoire you will find the well known prismatic and chromatic spells. Besides these obvious spells there will be those dealing with invisibility and raw energy. Although their influence includes the sun, it does not include fire. However, heat caused by solar energy is well within their grasp. The schools of opposition for a chromomancer are enchantment/charm and necromancy. They must have a min INT of 16 and WIS of 14. Chromomancers get the standard specialist bonuses with some modifications: • Specialist wizards may memorize one additional spell per spell level, provided the spell selected belongs to the specialist’s school. Under this rule, a 1st level specialist may have two spells memorized instead of only one. • Specialists gain a bonus of +1 when making saving throws against spells of their own school. Specialists also inflict a –1 penalty to their victims’ saving throw attempts when casting a spell of their specialty school. • When a specialist reaches a new level, he automatically gains one spell of his school to add to his spell book. No roll for learning the spell need be made. At level 7 their foes penalty to saving throws increases to -2 and their own saves against light based magics increase to +2. A chromomancer does not get the new spell research bonus that lowers his school spells by one level. At level 11 a chromomancer’s eyes become adjusted to brilliant displays and he is permanently under the effects of the 3rd level spell eye shield. Level 1 Color Spray Dancing Lights Gaze Reflection Chromatic Orb Color Nystul’s Dancing Werelight Farseer Flashlight Reflected Image Nystul’s Flash Flare Light Chameleon Fiery Eyes Magic Disk Level 2 Continual Light Pyrotechnics Displace Self Flash Mordenkainen’s Encompassing Vision Projected Magnification Glitterdust Calder’s Starry Sky Hypnotic Pattern Invisibility Mirror Image Dazzle Nystul’s Blazing Beam Banish Dazzle Sun Dazzle Detect Invisibility Blur Level 3 Eagle Vision Nystul’s Golden Revelation Nchaser’s Glowing Globe Detect Illusion Invisibility 10’ radius Nystul’s Radiant Baton Dispel Mirage Reveal Invisible Interruptible Light Flashburst Dissapate Vapor Phantom Light Zala’s Forcebuckler Level 4 Ilyykur’s Mantle Rainbow shield Ramael’s Cyclical Light Zala’s Amber Helm Rainbow Pattern Special Effects Ultravision Tulrun’s Tracer Nystul’s Lightburst Sphere of Eyes Improved Invisibility Ship Invisibility Sun Burst Mordenkainen’s Force Missiles Alustriel’s Mantle Sunbolt Sunfire Sunwarp Dispel Illusion Otiluke’s Dispelling Screen Level 5 Reflectorum Arcana Nystul’s Radiant Arch Chromatic Blade Eyefire Physical Invisibility Otiluke’s Radiant Screen Vortex Lapis Bonds Sword of Deception Level 6 Prismatic Eye Blending Otiluke’s Diamond Screen Wildshield Level 7 Guardian Mantle Prismatic Spray Mass Invisibility Negative Plane Protection Alustriel’s Improved Mantle (always glows brightly) Alustriel’s Sword of Stars Sun Stones Level 8 Prismatic Wall Gunther’s Kaliediscopic Strike Sunburst Shooting Stars Sunstrike Net of Stars Level 9 Prismatic Sphere Sphere of Wonder Sunshield -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : Varl Date : 04-18-08 03:18 PM Thread Title : Re: New Spells (2nd ed) Re: Scintillating Beam Yeah this is a hard one to lay down in text. Think of its delivery more like aganazar's scorcher, where the caster is held in the process of casting it and the beam continuously extends from the caster to the target during its duration. Caster==blue==green==yellow==orange==red==target Imagine the ===== is the beam and the beam is segmented into colored sections as noted above. Every two segements the colors shift down the length of the beam. So in the above diagram the red section is hitting the target. In 2 more segments the red section will dissappear and then it will be orange that is hitting the target and so on until the spell is ended. Hope that helps. It does! Question, though. When red disappears, and orange moves up to take its place, and assuming the "length" of the beam doesn't change for the duration of the spell, what color is the caster "holding on to?" ;) (That sounds like a chicken and the egg question! LOL) Re: Consequential Crown Oh yeah, it can totally be used on its own. I like the crown spells the best, myself. I like the utility of these spells and the additional abilities these spells give the mage best. More spells could use residual benefits like these spells, instead of most of them being relegated to instantaneous effects. That's something magic is missing a lot of imo. Your right it is a bit confusing. I hadn't planned on posting these as I was going to use them in game and then could explain the visual a little better. The intent was to allow the mage to designate the sphere or area of effect and then toss the gems into its designated area, releasing the light from the gems which then bounce around the inside of the sphere much like debris does in a scatterspray spell. Technically the gems wouldn't have to be in the center of the sphere, just somewhere in the designated area when they release their light. I see. So the mage establishes the sphere first, and then chucks gems into it. I like it. I'm not sure of the practicality or timing of such a spell though, i.e. the mage is going to have to be quite dextrous in creating the sphere and then throwing gems into it, unless the spell creates the sphere while the gemstones are in flight, sort of as a combo effect of the sphere forming and then the gems entering all within the same initiative tick. Thank you for your feedback. Hopefully you and others may find use for some of these. I'm sure they would get tweaked according to desire. But hey, there is no such thing as too much resource as long as its not cheesy. No problem. I'm certainly going to add these to the list of mage treasures, I mean spells that can be found. :D I'm gonna lay down another spell today called Specter of the Broken. It has to do with attaching a halo of light to someone's shadow that only the target can see, if they are facing their shadow. The halo will bind the shadow, thus keeping the target from being able to move. It will not be a charm, but an actual metaphysical hold, like some planar anchor. I know the name sounds odd for a chromomancer spell, but it is based off of a real life light theory anomoly. Its actually called Specter of the Brocken, named after a mountain in Germany where it was first noticed. People could see halos around their own shadow, but not someone elses as there is only a 10 degree angle of visible refraction. Anyways, interesting stuff. Sounds great. I look forward to it. I also like your chromomancy spell lists above. :ayyyy!: :thumbsup: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:22 AM.