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Subject: Force Mine spell - Updated Version

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Zeb
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03/23/2006 12:26 AM  
For my RHoD campaign, I'm planning several different encounters besides what is listed in the adventure. One thing I've created is a new spell, similar to the blast discs in the Heroes of Battle book. Without discussing the blast disc versus new spell issue, I'd like a critique of the spell and any ideas or adjustments that you may have.

Thanks...

Force Mine
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target Effect Area: 5’ radius burst
Duration: 1 day/level
Saving Throw: Reflex half
Spell Resistance: Yes

By means of this spell, a mage creates a small vibration-sensitive magical trap appearing much like a soap bubble that has landed on the ground. Any touch, movement, vibration, or seismic activity within a 5’ radius of the fist-sized force mine can detonate it. Anyone coming inside the 5’ radius must make a reflex saving throw, failure indicates that the mine detonates.

Damage dealt by a force mine is 1d4+1 per level of the mage, to a maximum of 5d4+5. A second reflex saving throw, if successful, halves the damage. The force mine will last for up to 1 day per level of the mage, then fades harmlessly away. Once placed, a force mine cannot be moved, nor is the caster immune to his own mines if the preconditions are met.

Force mines are nearly invisible to the naked eye, having a DC 20 on a Spot skill check in bright light and a DC 22 in dim light. Thieves have a normal chance of detecting a force mine and disarming it as applicable.

Material Component: A 2-inch glass globe filled with vinegar and baking soda.



Edit: Thanks to everyone that provided input!

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thedip
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03/23/2006 2:16 AM  
A nice spell and I could see myself using it.

I haven't seen the spell in the Heroes of Battle companion and so could not compare the spell with that. However I think the spell is overpowered compared with similar damage based spells in the PHB.

For example:

A delayed blast fireball is a 7th level spell but does less damage ( ave 3.5 damage compared with 4.5 damage per level)((range 10-60) compared with (range 30-60))and has a lower time range (5 secs compared with 1 day per level). The main benefit that a delayed blast fireball has is that it has a higher radius of damage and this is not necessarily that useful as these spells tend to be used in a confined space.

In addition that these factors there are many creatures that have DR against or are immune to fire and there are few creatures where this exists for force.

For these and other reasons, I think that the spell should be at a higher level than 4. Even then the damage and duration should be cut.

I hope that this has been useful.

Cheers

Thedip


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Zeb
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03/23/2006 2:45 AM  
quote:
Originally posted by thedip

A nice spell and I could see myself using it.

I haven't seen the spell in the Heroes of Battle companion and so could not compare the spell with that. However I think the spell is overpowered compared with similar damage based spells in the PHB.

For example:

A delayed blast fireball is a 7th level spell but does less damage ( ave 3.5 damage compared with 4.5 damage per level)((range 10-60) compared with (range 30-60))and has a lower time range (5 secs compared with 1 day per level). The main benefit that a delayed blast fireball has is that it has a higher radius of damage and this is not necessarily that useful as these spells tend to be used in a confined space.

In addition that these factors there are many creatures that have DR against or are immune to fire and there are few creatures where this exists for force.

For these and other reasons, I think that the spell should be at a higher level than 4. Even then the damage and duration should be cut.

I hope that this has been useful.

Cheers

Thedip



LOL, I thought I had changed that! The newer version (after some play testing) was knocked down to 1d4+1 per level, max of 5d4+5. Thanks for that.

The main reason for creating the spell versus using the magic item, was the idea of trying to find permanent traps/mines and disarming them after a war was over. Think of all the ordinance in today's world that is left for unsuspecting persons to step on, especially children. The LG society in my homebrew created these to cut down on civilian casualties.

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Fry
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03/23/2006 4:02 AM  
On the one hand, by the time you can cast it, you do about as much with a magic missile, which is first level. However it doesn't take any actions in combat (you did cast it BEFORE the encounter, right?) and you can easily load up and deploy a week's worth of them before the actual encounter, which would be a pretty significant payload....that's going to be a really hard spell to balance.

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Benimoto
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03/23/2006 10:05 AM  
I would suggest that one way to balance it would be to require a material component with a gold piece value. Somewhere between 10 and 50gp seems appropriate.

As Fry mentioned, if you cast all the spells a day before combat, there's no actual cost involved. Spending something, even a small amount, could balance that.

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jai
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03/23/2006 10:31 AM  
I wouldn't bother with damage per level. A 4th level spell is cast by at least a 7th level character, so you will always so 5d4+5 damage with it.

Chris Orlando
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03/23/2006 2:54 PM  
Hmm, I personally think the damage is kinda low, i would make it either 1d4+1 per level max of 10 (or maybe 15) D4 dmg. I would also considermaking it do 3d4 + 3 and 1d4 +1 per 2 levels. Personally i think there are other 4th level spells that could be much more effective.

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Grim
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03/23/2006 3:16 PM  
I actually think that the spell is balanced as written. Low damage balanced against the need for a foe to come within 5 ft of the spell effect to have it go off and allowing a reflex save for half to boot. It also has a chance to blow up if one of the party members approaches it to reach a foe (if the enemy stands off and fires ranged weapons or hurls spells from afar) and there will be many fights where the party will not be able to seed the battlefeild with these beforehand. If the wizard/sorcerer really wants to spend all of his 4th-level slots on this, let him.

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Zeb
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03/24/2006 12:00 AM  
Most PC's don't have the luxury of choosing their battlefield, and since the spell indiscriminate, anyone can be harmed. I felt, and still do, that it is reasonable for ambushes or a defensive perimeter for camping. Unless you know where you will be fighting, the idea of seeding a battlefield is pointless....

However, I did design this spell with mass combat in mind. But the numbers involved would require thousands of these spells to wipe out a decent-sized army.

As far as the damage is concerned, a single person getting hit with 10d4+10 points was a bit much during playtesting. The blast disc from the Heroes of Battle does 8d6. I had also toyed with a wider burst effect, but chopped it down as well.

Thanks for your thoughts and critiques! Keep them coming. ΖD]

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maijstral
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03/24/2006 12:41 AM  
I think the spell is fairly well balanced as is.

I don't think its over powerfull, the comments about loading up in advance or higher costs to cast aren't necessary IMO. If I read it right the spell can't be moved or even safely approached by anyone once cast so unlike a fireball you aren't necessarily flinging it at a group. So for an adventuring party the spell isn't that great for active combat encounters but is great for a nasty getaway surprise or to guard your campsite while resting.

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Forums > Role Playing Games (RPG's) > Dungeons & Dragons 1e-3.5e > Force Mine spell - Updated Version



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