Ozy's Stuff

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m (TO-DO LIST, a.k.a. Notes To Self)
m (Sorcerer / Wizard)
 
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*'''Level 0'''
*'''Level 0'''
*'''Level 1'''
*'''Level 1'''
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**Evocation
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***[[Darkness, Swift]]
*'''Level 2'''
*'''Level 2'''
**Evocation
**Evocation
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*...Remote Explosives spell!
*...Remote Explosives spell!
*Puppet Summons that have to be controlled with the caster's actions. The trade-off is that if you spend the actions to make the summon effective, you are left vulnerable, and if you use actions for yourself, the puppet is idle (maybe only capable of limited actions, rather than wholly immobile?). Or perhaps the puppet must be CRAFTED and the spell is used to control it. Hm. Having the whole thing be a spell would be less complicated, but keep the crafted puppet option in mind.
*Puppet Summons that have to be controlled with the caster's actions. The trade-off is that if you spend the actions to make the summon effective, you are left vulnerable, and if you use actions for yourself, the puppet is idle (maybe only capable of limited actions, rather than wholly immobile?). Or perhaps the puppet must be CRAFTED and the spell is used to control it. Hm. Having the whole thing be a spell would be less complicated, but keep the crafted puppet option in mind.
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*No Escape: A spell to negate teleportation and extraplanar travel for a short time. Just say "NO" to recurring villains that only escape because they teleport away at the last second.
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*No Escape: A spell to negate teleportation and extraplanar travel for a short time. Just say "NO" to recurring villains that only escape because they teleport away at the last second. Ref Dimensional Anchor, Dimensional Lock, Forbiddance. Maybe an immediate action that delays the teleport for one round, and if the caster dies in the interim the teleport doesn't activate? And on that note...
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*Un-Teleport: Reverse a teleport that happened in the last round, because screw runaway mages. NOTE: May interact oddly with Plane Shift if the plane has different time scales. Gral suggests emergency time sync; would need restriction to casting the spell, otherwise could be abused. Maybe require that it be cast Immediately, making the sync moot, and adding a 1 round daze as a cost?
*Play around with Earth Reaver (the actually-useful one from SS, not the junk one from SpC)
*Play around with Earth Reaver (the actually-useful one from SS, not the junk one from SpC)
*Aidan's Easy Fireball: It's better than a normal fireball at the same level! Too bad it burns the caster.
*Aidan's Easy Fireball: It's better than a normal fireball at the same level! Too bad it burns the caster.
*Reference ongoing damage zone spells to improve the wording on Aidan's Arcane Napalm.
*Reference ongoing damage zone spells to improve the wording on Aidan's Arcane Napalm.
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*Rage manipulation: cause, spread, augment, consume, etc.
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*Rage manipulation: cause, spread, augment, consume, etc. Maybe a spell to harvest rage effects in a PBAoE to grant the caster superior rage based on the number of consumed effects?
*Make sure to use the pun "ARSONal" at least once.
*Make sure to use the pun "ARSONal" at least once.
*Venom bullets, venom storm, venom bolt (actually I think that last one already exists)
*Venom bullets, venom storm, venom bolt (actually I think that last one already exists)
*Poke of Doom: 5ft shove, extremely hard to resist.
*Poke of Doom: 5ft shove, extremely hard to resist.
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*Magma Web. Exactly what it sounds like.
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*Explosive Mirror Image. It's still a shell game, but now the other shells are full of C4.
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*Actually why not make a whole range of explosive illusions. Evocation and Illusion are the new chocolate and peanut butter.
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*Blood damage effect. Cause external blood to inflict damage (presumably something like 1d6/round per 10hp the target has missing), cause already-active blood spells such as Avascular Mass to deal damage per round based on spell level.
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*Cloud that stops natural healing and makes magical healing more difficult (or impossible; check that one spell that creates a school-specific AMF).
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*Spell to temporarily transfer the caster's Fast Healing ability to a target. (Or from target to caster, or target to target? Multiple spells or just one? Probably too specialized for multiple, would screw over spont casters and prep casters alike.) (Maybe make it apply to other special healing qualities too, like Regeneration? Stealing a troll's regen in combat and transferring it to the tank is a recipe for hilarity. Perhaps too much hilarity? Troll regen is immensely powerful. Must consider further.)
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*A spell to inject shadow stuff into SOMEONE ELSE'S illusion, inflicting some negative effect. Intended for use against enemies using personal-range illusions such as invis or disguise, changing it into a body-cloaking damage effect, disable, whatever. Figure out specifics later. Inspired by X-Zone. :D
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*Consume Magic. Dispel and Greater Dispel but with personal positive effects as a result of success, based on the number of spell levels dispelled.
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*Damage reallocation. Blocking part of an attack and redirecting that damage into other targets. Maybe something like that one spelltouched feat that redirects lightning?
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*Direct HP transfer from self to target. Necromancy without the retarded OMG Necromancy Is Teh Evulz nonsense? Yes please.
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*Ash spells. All kinds of fun here. Con damage from inhalation, suffocation, burning from cinders (volcanic ash), obscuring sight, etc.
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*Make an Incendiary Cloud that isn't GARBAGE. Level 8 for a 4d6/round Ref-for-half cloud that can be dissipated with no opposed roll by a level 2 wind spell? Please. You can't Ref your way out of a damage cloud any more than you can Ref your way out of getting wet while submerged in a pond. If Cloudkill offers no Ref save, Incendiary Cloud offers no Ref save. Acid Fog doesn't allow a save! It doesn't even allow SR! AND it gets the wind resistance and super slow effects from Solid Fog!
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*Side note to self: don't forget to do the character themed spell sets.
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*More nonlethal disabling spells, like taser lightning.
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*Spells that inflict subtle damage, such as internal damage.
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*Delayed damage effects for piling damage up or giving the attacker time to evade suspicion. For instance, damage that takes effect one round after the spell is cast, allowing the caster to casually walk away.
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*Venom Metamag to add poison to water and acid spells? Or just a spell that uses an immediate to buff the water/acid spell in question as it's cast.
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*Metamag or spell to add slashing damage to air spells based on their spell level.
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*Spells to obtain, preserve, and/or use poison, so that it's not a colossal waste of money. And change the effects, because having a poison that takes effect instantly and then does something else ten rounds later is fine for one specific poison, but having them all behave that exact way is STUPID. Didn't pathfinder do something with poisons? Check that out for ideas.
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*More acid too. A cloud of CONJURED acid fog shouldn't do acid damage, it should do acid damage AND cause blindness AND subject you to the penalties for inhaling acid fumes. Make some better acid spells.
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*Temporary customizeable construct summoning. Think Astral Construct, but less heavy tank and more precision tool. For instance, a flyer that can be loaded with a dose of poison or a potion and commanded to inject a target with it.
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*Know what's friggin' awesome but no one ever uses? Those X of the Mage feats. Like the one that lets you know when someone speaks your name within a wide WIDE range.
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*More spell interaction, ex: dust cloud spell that can be detonated by fire spell, or "if you're pinned down by Metal Spike Cannon, you don't get a reflex save against This Lightning Spell". Will need work to balance usefulness, not too much effort but not too powerful.
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*IN FACT JUST MAKE SPELLS THAT LET A WIZARD PERFORM EVERY CLASS ROLE BETTER THAN THE ACTUAL CLASSES CAN. EVERYBODY IS NOW WIZARDS ALWAYS ALL THE TIME FOREVER.
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*Spell that makes four 5x5x(10? 15?)ft stone pillars connected by lightning walls. Would result in extra hilarity if used in a narrow corridor since the pillars would hold the enemy inside the DoT zone.
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*"Eating Stuff" PrC. Swallow Whole, eat magic, eat souls, fun times for all. Combine with Bestial PrC? Make consumption a branch for the skill tree?
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*Swift action spell that covers approach. Set-up for charge without danger of AoO? Consider enemy flat-footed against attack? Consider further.
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*Ozy's "proprietary form" effect: any attempt to adopt the caster's form via magic results in (failure of the effect? painful backlash?). Needs a lot more detailing to bring it in-line with established power ranges. Cool idea, tough to make work.
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*Ozy's signature effect: an arcane mark that is unique to the caster and cannot be forged or replicated. But how? Active prevention? Some property of the mark itself? A lower powered version would have an attempt to reproduce it or forge it set off a beacon telling the owner of the mark where the attempt happened. Again, cool idea, tough details.
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*Grab enemy, make whirlwind attack with them, then use them as a thrown weapon (or a line attack! :D)
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*Hell Grenade: A projectile that splits into five smaller ones once it reaches the target point.
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*Hell Grenade Grenade: A projectile that splits into five Hell Grenades once it reaches the target point.
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*Spell that forces poisoned enemies to immediately save vs the poison's secondary effect.
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*Need more Earth, Air, and Water spells. Control Winds is very under appreciated, and higher level versions could have all kinds of fun effects. For instance, an acidic venomous tornado. Tumbling people around and keeping them from escaping the effect while hitting them with inhaled toxins and acid burns. A burning tornado would be visually impressive. A tornado of snow that freezes things solid over time would also be useful.

Current revision as of 23:34, 12 May 2013

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