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D&D 3E
Spell Idea 
3rd-Dec-2009 11:11 am
First off, has this been done before? If someone knows, reply and it will save some work.

Second off, if this hasn't been done before, what do you think of this spell? I need a spell level for it if it sounds okay. Really, I'm picturing that it could be almost any spell level and it would make sense.

Stigmatic Ray
Necromancy
Level: Clr ?
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Cackling with vengeful mirth, you point at the victim of your rage as wounds appear on your body. A ray of shadowy energy shoots from your fingertips to strike your target, who sprouts wounds identical to your own.

When you cast this spell, pay any amount of hit points. No effect can reduce or negate the loss of the expended hit points. On a successful ranged touch attack, the target takes an amount of damage equal to the amount of hit points that you spent.
Comments 
3rd-Dec-2009 05:04 pm (UTC)
The other correct thing to do would be to put a level-based cap on the damage you can take/deal. So maybe you can only take/deal 2xCL or 4xCL or something. That will stave off some major abuses with instant healing (baring CL shenanigans). Keeps it from doing more damage than other spells--it just can do that damage automatically--for a price.
3rd-Dec-2009 07:36 pm (UTC)
It does need a caster level cap on the damage, and probably a maximum too. There's no existing first level spell that can do 100 damage at any caster level, which this one conceivably could.

I also think the 1:1 trade-off makes it too weak. I'd say that it should do two points of damage for each point that you take. I don't think you need a save, since you are requiring a touch attack.

I'd make it an odd-level spell (or series of spells) that does a maximum damage to you of 2*caster level. The maximum damage to the target would depend on the spell level.

1: 20
3: 40
5: 60
7: 80
9: 100

The damage caps are higher than the average of the recommended damage cap (e.g., 5d6 for a 1st level spell), but that's balanced by the fact that you're also taking damage.

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