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  1. #1
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    Hello. Would anyone be able to help me with creating a spell for 2ed AD&D?
    We are playing in Greyhawk. I have a High Elf Earth Elementalist.
    We have recently rescued some Elf children, and the Elves helped transport us
    us to our next destination via Dryads. Now, my character has stayed with the
    Elves to research and develop a spell to duplicate the Dryads ability.
    Currently i am level5. I want the spell to be scaleable, so at higher levels
    you can travel farther distances, etc.

    Using the article from Dragon Jan2001 i have named it:

    Sehan eshaal erek [ravel through earth]

    here is what i have worked out so far:

    Earth Journey [in Common tongue] - level 3
    - move through earth at level in miles per turn
    -duration 1 turn per level
    -self and items as long as unencumbered
    -1/2 duration and distance if take 1 other person or encumbered
    -cast time 3 rounds- to attune to the earth
    -V,S,M [handful of earth to travel through, Dryad`s kiss*]
    -available only to earth specialists and those attuned to the earth
    -max turns=constitution score
    ==
    similar concepts:
    Dimension door lvl 4
    Distance distortion lvl5
    Shadow walk lvl7
    BirthRight* blood ability travel
    ==

    thanks


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  2. #2
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    CyberSavant wrote:
    >>Would anyone be able to help me with creating a spell for 2ed AD&D?
    here is what i have worked out so far:

    Earth Journey [in Common tongue] - level 3
    - move through earth at level in miles per turn
    -duration 1 turn per level
    -self and items as long as unencumbered
    -1/2 duration and distance if take 1 other person or encumbered
    -cast time 3 rounds- to attune to the earth
    -V,S,M [handful of earth to travel through, Dryad`s kiss*]
    -available only to earth specialists and those attuned to the earth
    -max turns=constitution score
    ==
    similar concepts:
    Dimension door lvl 4
    Distance distortion lvl5
    Shadow walk lvl7
    BirthRight* blood ability travel
    <<<<

    Too be frank, I don`t think your character will be able to research or at least cast such a spell yet. At least I would not allow it were I your DM. Here`s why:

    The spell is, in my opinion, probably a fifth or even sixth level spell. It is, in range and duration, definitely stronger than Dimension door, which is a short range and duration escape spell, in essence. Therefore it must be of higher level.

    Distance distortion has not much in common with your spell, except for the earth theme. Any way, it requires another 5th lvl spell (conjure elemental, earth) as a prerequisite. Shadow walk actually transports the caster to another plane, which is not what you wish to accomplish (And actually traveling through the plane of earth would boost the level of your spell, probably to 7 as well). The Travel Blood ability is not scaled, so its difficult to use as a model.

    I think you should look at the various teleport spell, as you want to achieve a similar effect (i.e. cover a great distance in a short time). However, the spells that pobably fit your idea most closely are the 5th and 6th level priest spells Pass Plant and Transport via Plants. With regard to range, your spell falls in between these two spells. However, they are weaker than your spell in other areas. First, they only work for the caster, i. e. no companions allowed. Second, the caster needs at least a man-sized plant for these spells to work. That means that they would not normally work underground, in deserts, plains or high in the mountains, whereas your spell would work nearly everywhere. Maybe you should specify what constitutes "earth" for the sake of your spell. Would it work on solid rock? Does the caster need to touch bare earth or could he also work the spell on a grassy field?
    In addition, the spell Transport via Plants has a small chance that the caster arrives at a wrong destination.

    Taking all that together, so far I believe that your spell is 6th lvl.

    Now, let`s look at the Teleport spells. Teleport without error is definitely more poweful than your spell, but hey, its a 7th lvl spell.
    With regard to Teleport, the matter is more difficult. The distance that can be covered is greater, but there is a considerably chance that the spell goes awry with even deadly results if the caster does not know his destination very well. In addition he can`t take any other person with him. On the whole, that makes your spell slightly more powerful than Teleport, once again making your spell a sith lvl spell.

    This level might be lowered to fifth, if you increase the casting time to 1 turn and include an expensive or hard to find material component. I`m not certain what "Dryad`s Kiss" should mean. Must the handful of earth be kissed by a dryad (Not to easy to find in most cases, but not too hard (read: too easy) in your case, I guess) or do you have to haul a dryad around for this spell to work (That would be rather impractical)?

    If you also include a considerable chance that the spell goes awry (i.e. wrong direction, accidently flung to the plane of earth), as a DM I would consider allowing the spell to be of fourth lvl, probably for a test phase at first.
    3rd lvl, however is definitely too low for this spell.

    BTW, Dragon 242 (Dec. 1997) has a good article on developing and scaling new spells. You might also find PO: Spells&Magic useful. I consulted both sources for writing this mail.

    Christoph Tiemann

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  3. #3
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    Excellent comments from Christoph here; the spell definitely belongs at fifth or sixth level.

    Two more things I'm concerned about is the concept of "available only to earth specialists and those attuned to the earth" - this tastes of trying to get something for nothing; i.e. the concepts seem meaningless or vague, or has a reward of its own (the elemental specialization) in the first place.

    I also can't think of any precedence for the "max turns = constitution score" thing; generally, a spell works, or it does not - spells don't rely on ability scores or ability checks to work in any way. This too, seems to be sneaking in a limitation that really isn't one.

    When designing spells, you can certainly add limitations for flavor; however, the spell's effect in the first place should still determine the level of the spell.

    So, you should either come up with something weaker, or wait until 9th or 12th before creating this spell.
    Jan E. Juvstad.

  4. #4
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    I'm of Christoph Tiemann's and Mark Aurel's opinion too. I would wait a little to create this spell.

    First: The time to research it would cost you many, many, many of money and time (if you play in a group, I as your DM would let your comrades be 7th level, until you're ready).

    Second: To let it be a 3rd level spell, I would demand at least diamond dust (500 GP+ per use) or would raise the level (as said already). The Dark Sun campaign has "earth walk" as a cleric ability, may be use this as a guideline...
    May Khirdai always bless your sword and his lightning struck your enemies!

  5. #5
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    I definatley agree with what they are saying about having to be a higher level,, i dont agree with the part where you can take other people with you. It doesnt seem logical and if you do however there should be a greater chance to fail. Just out of curiousity,, if cast the spell but failed moving the desired direction underground and you didnt come back up,, would you then die or what would you have planned?
    Snowman

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