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Shadowbranch1
10th December 2005, 10:29 PM
Mana Scourge

Evocation

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target or Effects or Area: Caster

Duration: 1 round per 2 caster levels

Saving Throw: Will, Fortitude (Negates, Half)

Spell Resistance: Yes

By means of this spell the caster is able to call in to being a 20’ long whip made entirely of raw magical energy. Only the caster may wield this whip, and strikes as a Cleric of his level (In regards to BAB and multiple attacks). As the whip is a magical contruct, the cater is able to somewhat control its actions mentalls, therefore granting him profeciency with it (But not a normal whip). The whip does 5D4+5 against non-magic users, a fortitude save will result in half damage.

Against magic users the effect is worse. On top of the damage listed, the victim must make a will save or be unable to use any magic on the next round. Any current or ongoing spell effects are cancelled out also. The cancellation of ongoing spell effects can be avoided by making an opposed roll between the caster and victim. (D20 + Wisdom modifier)

If the save is successful, the victim still loses 1 randomly chosen spell. For every spell stolen this way, the wielder of the Mana Scourge gains HP’s equal to the spell level. The HP’s gained this way, if over the casters max, are temporary and fade after 1 hour.

The material component of this spell is a bit of hide from a Disenchanter beast.

Shadowbranch1
11th December 2005, 07:00 PM
Any current or ongoing spell effects are cancelled out also. The cancellation of ongoing spell effects can be avoided by making an opposed roll between the caster and victim. (D20 + Wisdom modifier)[/b]


I edited the spell to give the victim a chance to retain his ongoing spell effects (if any). I am not entirely sure if the way I did it is going to work though. I would appreciate anyones input on this.

Pryokon
11th December 2005, 07:12 PM
I'm not sure if the wisdom modifier is the best choice, as this means that the caster will have a disadvantage to the check in the case of a cleric or druid. Maybe an intelligence check.

Also, I think the magic of the mind should be more secure than the magic currently affecting a victim. With that in mind, the ongoing spell effects on a victim should be dispelled(Dispel check as greater dispelling, no save), and the opposed check should apply for the victim loosing a spell(highest spell level they can cast or the whip user can cast). Bear in mind that the way the spell is currently worded means that the user steals no spells and gains no hp if a save is failed.

Uhh, wouldn't a fighter of half the wizards level have essentially the same BAB as the wizard himself? It's only a difference of +1 at the odd levels. Maybe BAB of a cleric at the same level?

So, in conclusion:
Fort save: 1/2 damage
Dispel check: Ongoing spell effects
Will save: Temporary magic negation
Opposed Int check: Spell loss

Seems like a lot of saves. Could this be streamlined?

Shadowbranch1
11th December 2005, 07:27 PM
BAB changed as per suggestion.

For the other magical effects....

How about if the will save fails, one of the following will happen:

1-3: Unable to use magic on the following round
4-6: Dispel any current magical effects
7-9: Steals one random spell from the victim
10: All 3 of the above effects.

This will help streamline the amount of saves required.

Any thoughts?

Skurvy
11th December 2005, 08:21 PM
I presume the whip would be counted as a magical weapon in terms of damage resistance and such?

Just a minor quibble, I dont think D&D ever uses the term 'Mana' for magic, but I suppose that doesnt really matter an awful lot :D

Skurvy