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T O P I C    R E V I E W
Kroosada Posted - 31 Aug 2006 : 08:17:05
As seen in Greenwood's Spellfire novels and in R.A.S.'s Cleric Quintet; Powerful Wizards and Clerics (and sorcerers, etc.) tend to make the whole world turn 'round and say "Hold on..."

Or, in the case of Elminster, Khelban, Alustriel (etc.) it's best just to stay away...

Does anyone ever factor this into their games? One of the PCs in one of my recent campaigns just made it past level 12 Wizard. Should I start throwing people at him (and the party)? Or should I leave him alone and continue my campaign, and wait 'til he gets more levels?

...Then again, I could change my campagin, get the wizard captured and have the rest of the party try and rescue him. While the PC Wizard has to try and not get himself killed?

And, is it possible for a character to create their own spells? Or, when is it possible for a PC to 'make up' a spell. Keeping in mind that it's fair and game-playable.

The PC in question (who's name is Ryam) thought fireballs to be impracticle indoors and tended to get everyone inside a house or whatnot killed/hurt.
So, he came up with this;

Ryam's Frozen Sphere (Evocation)
Wiz/Sor 4
Similar to a Fireball, but the target takes character level D6 Cold damage (I haven't decieded on the 'fair' limit yet). And has a DC (Fortitude) chance to be Frozen for Half-Caster Level rounds. And everything in a 10yrd. radius takes half-caster level D6 Cold 'shrapnel' damage.
For Example: A 10th level wizard casts Frozen Sphere at a target;
Target takes 10D6 cold damage
Target takes a Fortitude save or be Frozen/Stunned for 5 rounds.
Everything in 10yrds takes 5D6 cold damage


Is that fair? Or is there a limit to when PCs can start making their own spells?
I know there's probably something like it (e.g; Ice Storm). But, still...He wanted to do it. So I'm checking.

Kroosada
4   L A T E S T    R E P L I E S    (Newest First)
Sanishiver Posted - 01 Sep 2006 : 19:54:18
I wouldn't split up the party unless you're skilled enough to handle two groups (or in this case one player alone and the rest of the group) at the same time.

I don't think as a rule powerful NPCs have to 'notice' the PC mage and start targettig him just because he's a spell-hurler of some kind. Rather it ought to depend on what the PCs as a group do in the campaign to get themselves noticed (or to annoy powerful foes), as well as what you as a DM want to happen in the game.

Keep in mind there are metamagic feats and the Archmage Prestige Class that allow casters to shape their spells to a limited degree. This is also an option for your player.

As for the spell...if it targets a single creature, does that mean a (touch) attack is required? If yes, what happens if the touch misses? Does the spell still go off and affect an area?

I'd re-write it to be 3rd level spell, area affect first, 10 ft. radius spread, with all foes in its area as having to save or be stunned.

Otherwise re-write to be a single-target only spell.

Just a suggestion.

J. Grenemyer
Wandering_mage Posted - 01 Sep 2006 : 18:36:41
The spell looks very well balanced and imaginative. I've been reading a lot of spells lately and 4th level seems appropriate. I say let him use it. He makes the game cooler by using his imagination.

Now as to throwing high level wizards and clerics at people just b/c they are high level I disagree with that. Then again I might be unclear on what you initially meant in your opening.

Famous NPC's should beused in a fun setting. As Greenwood said, have them at the victory ball dancing with PC's and such. Keep them outta the adventure though. They have enough on their plate already. Although having them provide advice and material support to PCs isn't a bad idea. Good luck!
Beirnadri Magranth Posted - 31 Aug 2006 : 18:08:54
Rules for creating new spells is handled in the DMG. You can look in the index to find the page number. Characters creaitng their own spells is handled there as well, I'm pretty sure. Try looking for 'spell research' 'spell creation' in the back page index.
Thauramarth Posted - 31 Aug 2006 : 09:02:44
I'm not all that well versed in D&D 3.5 (or 3.0), but I am relatively certain that spellcasters (including divine spellcasters) can create their own spells. After all, if Elminster or Manshoon can, why couldn't the PCs, right ?

This gives the wizard the possibility of creating something unique, something that none of his/her/its adversaries has ever encountered, so such things should (always) come at a price, and success should never be certain (I still run things under 2nd edition, and I have seen PC wizards literally spend thousands of gold pieces worth of research material and lab equipment to try to make a spell (and fail, only to try again).

Under 2nd edition, the rules on spell research were written up in The Complete Wizards' Handbook, Players Option: Spells and Magic, and various Dragon articles. I remember that the 3.0 DMG contains a section regarding the creation of new spells, as well as some guidelines for adjudicating power.

I do not remember if 3.0 or 3.5 set rules for the cost of researching new spells, but if there are not, I'd draw inspiration from the magic item creation cost calculations - after all, there's not much of a difference between someone creating a wand of fireballs and a wizard creating the spell Multiple Fireball Launch (except that the wand will burn out eventually ).

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