Determining Effects and Levels

Once the inappropriate spells have been discarded, we need to define and describe the specific effects of the remaining spells, then assign them to levels. The description of a spell should cover its typical uses, but it is unnecessary-- and realistically, impossible-- to deal with every possible application. More importantly, the description should cover the spell's limitations in detail; not only do precise limitations make spells easier to adjudicate, they are easier to assign to levels.

Here are some points to consider when assigning limitations to spells:

How many subjects can be affected by the spell? Generally, the more subjects affected, the higher the level of the spell (compare invisibility to mass invisibility, and charm person to mass charm ).

What type of subjects can be affected by the spell? Subjects can be low-level or high-level (or low HD and high HD). They can also have specific characteristics (such as the subjects of detect invisibility), or they can be general types with no specific characteristics (such as the subjects of charm monster ). Usually, higher-level spells are able to affect high-level (or high HD) subjects that have no specific characteristics-- finger of death is a good example.

Are victims allowed a saving throw to avoid the effects of the spell? Disallowing a saving throw for a spell that would normally have one usually boosts it to a higher level. For instance, the 5th-level cone of cold allows a saving throw to reduce a victim's damage by half. If such a throw were not allowed, the spell would be significantly more dangerous and would belong in a higher level.

If the spell causes damage, what is the maximum? It would be grossly inappropriate for any 1st-level spell to inflict 100 hit points of damage. Similarly, a 9th-level spell should be capable of inflicting a significant amount of damage. Table 2 suggests the maximum amount of damage a spell of a particular level should be allowed to inflict on a single enemy. These figures are general guidelines only, and can be altered by any number of variables. For instance, if a hypothetical 3rd-level flying sword spell has only a 10 percent chance of hitting its target, its maximum amount of damage could be justifiably higher than 3-18 hit points.

Remember that the inflicted damage of certain spells may vary according to the caster's level; for instance, fireball causes 1d6 hit points of damage per level of the caster. (Table 2 gives the damage for a spell cast at its base level; if our hypothetical flying sword spell is 3rd-level, but can be cast at higher levels to inflict more damage, Table 2 indicates the maximum amount of damage it can cause when cast at its lowest level. )

Table 2: Suggested Maximum Damage of Spells by Level

Level
Maximum Damage of Spell (in hp)
1st
2-5 (1d4 +1)
2nd
2-8 (2d4)
3rd
3-18 (3d6)
4th
8-20 (4d4 +4)
5th
10-25 (5d4 +5)
6th
6-36 (6d6)
7th
10-60 (10d6) *
8th-9th
10-80 (10d8) *

* Spells of 7th-level through 9th- level are differentiated by the number of subjects destroyed and special restrictions on death. For instance, a 7th-level spell might destroy only a single subject, while a 9th-level spell could destroy several. A 7th-level spell might allow a saving throw, while a 9th-level spell might not. A 7th-level spell might allow resurrection attempts, a 9th-level spell might not.

If the spell causes damage, do victims get a saving throw? Of the spells in the Player's Handbook, many of them allow the victim to make a saving throw in order to reduce or eliminate the potential damage. Though it is unnecessary to allow saving throws in every case, this is a good way to add balance to what otherwise might be an especially dangerous spell. There are three options to consider.

1. No saving throw. This option maximizes a spell's lethality.

2. Half damage. This option means that the character suffers half-damage if his saving throw is successful. This is less lethal than a spell with no saving throw, but more lethal than the following option.

3. Negate. This option means that the character suffers no damage if his saving throw is successful. This is the least lethal option of all.

Note that saving throws need not always be saving throws vs. spells; consider different types of saving throws for spells of higher levels (in every case, however, only one type of saving throw should be allowed). A saving throw vs. spells is always an option, no matter what the level of spell, but here are some alternatives:

· For spells of 3rd-level and 4th-level, use save vs. rods.

· For spells of 5th-level and 6th-level, use save vs. paralyzation.

· For spells of 7th-level, 8th-level, and 9th-level, use save vs. death.

If the spell is defensive, does it inhibit the enemy's ability to attack, or does it offer direct protection from damage? Generally, spells that defend against a specific type of damage (such as protection from normal missiles) are less powerful than spells that protect against a general category of damage (such as minor globe of invulnerability), and spells that protect the caster or subjects of the caster's choice (such as protection from evil) are less powerful than spells that inhibit the enemy's ability to attack (such as wall of fog). The highest-level defensive spells tend to be those that get rid of the attacker (such as dismissal and imprisonment.)

If a DM has designed a defensive spell that he wants to modify so he can assign it to a higher level, he can do one or more of the following:

· Increase the types of damage against which it protects. (To assign the spell to a lower level, decrease the types of damage.)

· Increase the number of subjects the spell protects, usually by increasing the area of effect. (For a lower level, decrease the area of effect, or have the spell provide protection for only the caster. )

· Increase the number of opponents whose attack abilities are reduced. Again, this is usually accomplished by increasing the area of effect. (For a lower level, decrease the area of effect. )

· Increase the power of the spell so it eliminates the attacker altogether.

Does the spell increase or decrease a subject's saving throw modifier? Penalties and bonuses to the subject's saving throw alter the effectiveness of a spell. Consider again our hypothetical 3rd-level flying sword spell. Assume that it inflicts 1-10 hit points of damage on subjects when used at night, and that a saving throw negates the damage. If the subject is allowed a +2 bonus, it might be more appropriate to assign flying sword to 2nd-level. Conversely, if no saving throw is allowed at all, the spell might belong at 4th-level.

Is the effect of the spell permanent? Spells whose effects are temporary are less powerful than those whose effects are permanent. (Remember that few spells are literally permanent, since dispel magic negates their effects in most cases. A limited wish or wish can negate almost any spell. )

What are the spell's duration, range, and area of effect? Longer durations, ranges, and areas of effect translate into more powerful spells. Adjusting these elements is a good way to modify a spell to assign it to a higher or lower level. For instance, if flying sword persists for only one round/level and has a range of 30 yards, it belongs in a lower level than if it persisted for one turn/level and had a range of 100 yards.

There are no minimum or maximum requirements for durations, ranges, or areas of effect, as long as the DM stays within the bounds of reason. For instance, a range of 1 mile/level sounds ridiculously high for any 1st-level spell. A good place to start for establishing durations, ranges, and areas of effect is 1 round/level (duration), 10 yards/level (range), and a 10-foot cube or one creature/level (area of effect). Remember that these are general guidelines only, and are not appropriate for every type of spell. Many spells have an effective range of 0, meaning they affect only the caster. Others affect only a touched subject. Those spells whose effects are permanent until negated have no set duration. For some spells, such as extension, area of effect is irrelevant.

When the DM has finished defining the effects of a new spell and has assigned it to a level, the spell should be compared to the existing spells of that level. If the new spell is clearly weaker or excessively more powerful than spells from the same level, the DM should either assign it to a different level or make adjustments as suggested above to make it comparable. In general, the illusion and divination spells are the least powerful, and the necromancy and invocation spells are the most powerful; a new spell should be checked against these first.

Let's return to our two new spells for the school of metamorphics. Evaporation causes a quantity of water or other inorganic liquid to instantly turn to vapor, just as if the sun had evaporated it. It will not inflict any direct damage (evaporating the blood or other organic liquids of a creature is forbidden). Evaporation is difficult to perceive as providing meaningful defense for a party. Evaporation is destined to be a low-level spell, probably 1st-level.

Range? Most 1st-level spells have a range of 30-60 yards; since evaporation is relatively weak, we will give it a higher range of 60 yards.

Area of effect? Most 1st-level spells affect an area of 10-30 yards (or 10-30 foot-radius, or 10-30 foot cube). In this case, we will give evaporation an area of effect of a 20-foot cube + 10-foot cube/level. (This makes the spell more powerful as the wizard increases in level.)

Checking our 1st-level evaporation spell against the existing 1st-level spells in the PH shows no major discrepancies. The definition of evaporation still needs more tightening. We need to determine whether it affects liquids concealed in containers, rain, quicksand, and lava, and other limitations it has.

Looking at blood to dust, it belongs in a higher level because it causes death. We will decide that blood to dust causes all of the blood of a single victim to turn to dust, instantly killing it. It is certainly not as powerful as a 9th-level spell (the 9th-level power word, kill can destroy several creatures at once); let's place it at 7th level and give it a range of 60 yards (comparable to other 7th-level spells). Checking the existing 7th-level spells, we discover finger of death, a spell not unlike blood to dust. Finger of death is more powerful, since it can destroy any creature, even those without blood, but it also allows a saving throw. To balance blood to dust against other 7th-level spells, let's say that victims of blood to dust are not allowed saving throws. Further, undead, monsters from other planes, and monsters with more than 4 HD will be immune to blood to dust. With further adjustments (Can the affected subject be resurrected or raised? Can the corpse be animated to become a zombie?), we'll have a powerful but balanced 7th-level spell for the school of metamorphics

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