Greetings all!
Recently in our campaign, my hardworking mage finally ascended to level 5 (after a mishap with Eyes of Petrification...how are they not a cursed item? :P) and with it grasped the untold power of 3rd level spells. Along with the mystical arcane power, he also was finally allowed to start playing with the spell creation rules.
Given my status as the most 'powergamey' of our group (at least since one member left the country) and the fact that I likely have the best grasp of the magic system in our group (as I don't have to make an entire campaign world and make sure a bunch of idiots don't burn down everything each session) my magnanimous, but somewhat wary GM has instructed me to get all proposed spells I create vetted via these forums, lest I break the gameworld assunder. Not that I'd do that. Unless it was *very* funny.
My first order of business is to create a spell for the mage that was my master up until this point (about to reach level parity) as a sort of masterpiece (using the more...classical definition of the word) and thank you for everything. The master is described as a generalist leaning towards spells that are helpful as opposed to burning things to the ground.
Spell A.
Detect Lost Keys
Simple spell here, mainly for locating lost things
Detect Known Object withinin 100 miles, duration of 1 turn per level. Spell takes 1 turn to cast & and can only be performed once per week. Level 2 Spell.
(8x0.8x0.2x1x8x2x1x1 = 20.42 - Level 2 Spell)
Spell B.
I'm drunk and which way was home again?
Again a fairly simple spell, Teleport to a specific destination (Master's home) as long as you're within 10 miles. Level 3 Spell.
(600x0.66x1x0.8x0.75x.01x1=23.76 - Level 3 Spell)
Spell C.
Summon *Helpful* Faeries
Getting into slightly more grey territory here. This spell summons 3d4 Pixies to assist in cleaning up a house. Level 3 Spell. Unfortunately I don't think the Unseen Servant spell was created with any of the systems, which means I can't really use them to come up with a souped up version of the spell. The Pixies last 6+level turns, take 1 turn to cast and can only be summoned once a week. They are also released if they perform some great feat, which I figure getting Pixies to actually clean a house would qualify. This ones a bit more iffy and would likely require a few more restrictions to bring it in line with Unseen Servant (alas the base rules don't really have concrete rules towards the more 'creature comfort' style spells for some reason :D).
(500x0.15x0.7x0.8x0.8x1x1x1x0.66x1x1=22.18 - Level 3)
Spell D.
Summon Curmudgeons
Again a more 'greyey' spell, but this one is because I'm not sure how the *actual* rules work with regards to this area. The point of this spell is to Summon a group of 4 Dwarves preferably Dwarven Machinists but really, Dwarven Craftsman of some form or another. I'm not sure how summoning humanoid type creatures would work. Basically the point is to be able to summon Dwarves that are capable of repair, building, general labor that sort of thing. Depending on what that would require as the base summoning (what HD and what amount of special abilities) there should be no problem with having a decent duration on the spell (33 1/3 days or until specific task). As an aside, the thread awhile ago about using spells to build things really would benefit from simply being able to summon workers on top of transmuting stone to mud to make it easier to work and the like.
(Example, 150 (4 creatures)x0.15 (Creature up to 1 HD)x1 (1 Special ability max)x0.7 (Limited to Dwarves)x0.8 (One turn to cast)x1 (thin air)x1 (10' Range) x1.75 (33 1/3 day duration)x1 (Arcane)= 22.05 - Level 3 Spell)
Spell E.
Change Class to Cleric
Honestly this spell is probably the one I'd most like to be able to use, but also probably the most powerful. Basically, the jist of the spell is that you summon and control a Lammasu. Main reason for this is to basically allow a Mage to use the healing/restorative powers of the Cleric class as opposed to actually using the Lammasu as a combat creature.
For this I'd actually like to see an alteration to the rules for Summoning spells with the "Can only be cast once per week" rider. I feel it'd actually be really cool and likely more mythical if (perhaps as part of spell creation) any spell of this type involved Summoning a single (or group if thats the spell I guess) being of the type and making a sort of Contract with it. Making each time you cast the spell, you summon that particular being, and as you continue to use the creature, it would judge you based on how your initial contract went. In this case, if you summoned a Lammasu to do evil, it would likely go against any contract that the Lammasu would set, and it would likely attack the summoner in protest. I really feel that this would actually add a bit more flavour to the 'disposable shock troops' nature of summons. Also this would mean I'd have to create a seperate 'version' of the spell if I gave it to my master as the Lammasu would only contract with a single spell.
Also, with regards to the "Summoner must concentrate to control the creature(s)" modifier, instead of controlling the Lammasu mentally, it would change to the difficulty of maintaining the 'magical essence' of such a powerful creature in this plane. This way the caster is not effectively mind controlling a creature of pure good. That would likely seem quite evil. This is also may be less useful, as assuming that the caster is good, it would be actually not too unlikely that the Lammasu might simply help out if the caster ceases to concentrate on the spell. That would make the hefty .5 no where near as disadvantageous as it should be.
So, the spell would effectively be:
Summon a Lammasu for 1 turn per level, the Caster must Concentrate to maintain the spell for the full duration. This spell can only be cast once per week.
Summon One Creature (65)x0.8 (Creature may have up to 10 HD)x2.33 (Creature may have up to 3 Abilities)x0.7 (Restricted to Lammasu)x0.5 (Caster must concentrate to control creature)x0.8 (Spell can only be performed once per week)x1 (Arcane)=20.35 - Technically level 2, but I'd honestly just increase to level 3 as it seems waaaay too good for a level 2 spell.
So, please go ahead and point out everywhere I've messed up, taken advantage of poor, innocent rules and any general abuse you wish to hurl my way. Also accepting condolences for my poor GM. Something about giving an inch and teleporting a mile?
Kind Regards