Sadistic glass-themed spells

Asmor

First Post
The wizard known only as Glazer was infamously sadistic, and delighted in using his magic to draw out the suffering of those who'd earned his ire. He's rumored to have had a fondness for stained glass-- bloodstained, to be specific--, and decorated much of his sanctuary with it. His creation of several glass-themed spells seems to lend credence to this rumor.

Glazer's Glass Prison
Conjuration (Creation)/Evocation
Level: Sor/Wiz 7
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Saving Throw: None
Spell Resistance: Yes


This spell functions as Glazer's Glass Wall, except as noted differently here. Instead of forming a wall of glass, you surround a single creature with a large glass sphere. If the creature breaks the glass, it takes 1d6 slashing damage/level (maximum of 20d6). If anyone else breaks the glass, it disappears harmlessly.

Glazer's Glass Wall
Conjuration (Creation)/Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of glass, up to one 10-ft. square/level
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Partial (see text)

You conjure forth a wall of thin glass somewhere on the battlefield. The wall is easily destroyed by any amount of damage, but whoever deals the damage is in for a nasty surprise. Regardless of how small the attack, the entire wall shatters and all the shards of broken glass fly directly at the creature which broke it, dealing 1d6 slashing damage/level (maximum of 15d6). Alternatively, you may specify a target when the spell is cast who will always be "attacked" by the wall when it is broken; in that case, you must overcome the target's spell resistance and it must be within the spell's range when cast. Additionally, the target must be within 60-feet of some portion of the wall when it's broken, or the wall simply disappears.

Glazer's Glasskin
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject's skin is transmuted into glass. The subject is otherwise completely normal, and all of its muscles and internal organs function normally. The subject can still breathe normally, but any movement will cause his skin to shatter. If the subject moves or takes any damage while this spell is in effect, it takes 1d6 constitution damage.

Glazer's Lacerating Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped Burst
Duration: Instantaneous/1 round/level
Saving Throw: Reflex half
Spell Resistance: No

Extending your hands, shards of glass like clear daggers shoot out in front of you in a wide cone, dealing 1d6 slashing damage to all in the area of effect (maximum of 10d6). In addition, for the duration of the spell the spell's area is covered in broken bits of glass. Treat it as if the whole area were covered with caltrops.

Glazer's Particulate Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 120-foot line
Area: 120-foot line
Duration: Instantaneous
Saving Throw: Reflex half, reflex partial, fortitude partial (see text)
Spell Resistance: No

You conjure forth a cloud of miniscule glass particles, so tiny that they are easily inhaled. All subjects within the area of effect take 1d4 slashing damage/2 levels, up to a maximum of 10d4 damage at level 20, or half as much with a successful reflex save. In addition, any subject who was damaged must make a reflex save or be permanently blinded. Finally, any subject wo was damaged must make a fortitude save or suffer from inhaling the particles of glass. Until they are fully healed, they are always treated as disabled, do not heal naturally, and can only be healed by magical means.
 

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hum... you should add wounding, somewhere...

Excellent most flavorful spells, really... now I have to think of some way to implement them in my campaign...
 

I really like the spells. I think there's room for a 2nd-level spell, one that lobs glass globes at targets. Base it on scorching ray. Personally I'd keep damage the same but not allow targeting more than one at a given person (since energy resistance won't help), but there are other ways.
 

That reminds me of another idea I had but forgot to make. How's this? Note that I used d12s because it seems like a 1st level spell can do 5dX damage, and a 3rd level spell can do 10dX damage, but a 2nd level spell is not so easily quantifiable... I think using d12s is a nice medium between the two. Plus, y'know, d12s need all the love they can get.

Glazer's Shining Shiv
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You propel the shard of glass which is this spell's focus at a creature, impaling it and dealing 1d12 piercing damage/level (maximum of 5d12). If you have Prestidigitation active when you cast this spell, you may use it to create the focus. Doing so is the equivelent of a swift action, and uses your swift action for the round.

Focus: A shard of glass at least as large as a dagger.
 


You could take any blade/metal themed spell and adapt the description to be 'glass'. Even magic missile could be themed as a glass shard, inflicting piercing damage or force damage (or 1/2 of each which is probably most balanced).
 

Asmor said:
Focus: A shard of glass at least as large as a dagger.

That's not a Focus, that's a Component! A Focus is something you get to keep.

5d12 is about 10d6, so I think that's a little too strong, especially for a 5th level caster.

How about this:

School: Transmutation / Conjuration (Creation)
Components: V,S (+ optional M)
Duration: 1 round + 1 round/3 levels
Range: 60 ft. (see below)
Effect: One glass dagger

You create a wicked glass dagger which you propel towards your target. Make a ranged attack (note: NOT touch attack). If you hit, your target suffers 2d12 non-magical slashing damage, as the dagger lodges itself in its flesh. The dagger remains animate for 1 round/3 levels, and deals an additional 2d12 non-magical slashing damage on each additional round.

You can crit with it on the initial attack only (crit range 19/x2). Feats that improve your ability with normal daggers affect this spell (Weapon Focus, Improved Crit, etc.). The dagger created by this spell has a range increment of 60 ft.

The dagger you create is subject to DR as though it were a normal, non-magical weapon.

The target can take some kind of full-round action to pull the dagger out early (Grapple check DC = 12 + caster level + casting stat).

Optional Components (please add specific components that are flavorfully particular to your setting):
+50 gp: it penetrates DR/Magic
+50 gp: it penetrates DR/Silver
+200 gp: it penetrates DR/Cold Iron
+400 gp: it penetrates DR/Adamantine


So: 4d12 at 3rd level (better the Scorching Ray and Acid Arrow), but over two rounds (worse than Scorching Ray, better than Acid Arrow), but a normal ranged attack instead of a touch attack (worse than Scorch Ray and Acid Arrow).


Cheers, -- N
 


Asmor said:
Glazer's Shining Shiv
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You propel the shard of glass which is this spell's focus at a creature, impaling it and dealing 1d12 piercing damage/level (maximum of 5d12). If you have Prestidigitation active when you cast this spell, you may use it to create the focus. Doing so is the equivelent of a swift action, and uses your swift action for the round.

Focus: A shard of glass at least as large as a dagger.

I think this is way too strong. Comparing to fireball and scorching ray:
* 32.5 damage (17.5, 14)
* Auto-hit (auto-hit, ranged touch)
* No save (Ref half, none)
* No energy resistance (fire, fire)
* No SR (SR, SR)

It's surely stronger than scorching ray, the strongest damage-dealing spell at that level. As written, it's no less than 3rd level. Rather than water it down much, I'd make it 3rd level and fiddle with the dice (1d8/lvl max 10?) and maybe the save (* half?).
 

Way back in second edition I had a grey elf wizard who specialized in making glass spells. Thanks for sharing these spells it brought back fond memories.
 

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