Sunday, June 28, 2020

New Spell: Aeron's Eye Beams

Heya Greyhawkers! While I take a break from writing about the military history of my 2E campaign, I decided to feature something created by my best friend Jayson, who has been playing D&D with me since 7th grade lunch room. Jayson's characters have always been integral to our campaigns over the years. Ny now you've no doubt read about his fighters Valkaun Dain or Vorlag Konig and even Tyrrus Bandale from my Sea Princes reboot of Howl From the North. What he doesn't get much credit for is playing spell-casters. Late in our 2E campaign, Jayson had a good wizard named Aeron of Woodwych. My memory of his backstory is vague, but I do have the notebook with Aeron's custom spells in it.
You see, back in the day I never let my players pick "name" spells from mages like Tenser or Mordenkainen unless it was taught to them or found in a spellbook. This bit of stinginess on my part inspired Jayson to create his own name spells, because after all, by Gygax's (and Greenwood) example you can't be a famous wizard until you have a unique spell named after you. The spell below is Aeron's most famous indeed. It got a lot of use in our campaign, especially since Jayson's favorite superhero is Superman. I'm not sure if it's balanced, but he wrote the rules for the spell as fair as possible so I approved it.
Check out Aeron's Eye Beams. I have edited the spell for use in 1E/2E stats and 5E because that's what we currently play. Feel free to use this spell for your own campaign, but remember when you find it on some lost scroll, it will have Aeron's sigil next to it. Enjoy!


Magic-User Spell 
Aeron’s Eye Beams (Evocation)
Level: 5                                                                                        Components: V,S,M
Range: 3” + 1”/level                                                                    Casting Time: 5 segments
Duration: 2 rounds/level, unless discharged                               Saving Throw: ½
Area of Effect: One target within range and line of sight

Explanation/Description: Aeron’s Eye Beams are concentrated magical light that burns those it touches. The beams can be fired once per round and do variable damage until fully discharged (10d6 for one single attack or 1d6 for ten attacks or 5d6 for two attacks, etc.) The beams can ignite combustible material and destroy iron bars, chains, etc. The beams travel in a straight line unless reflected from a highly polished mirror-like surface. This mirrored surface must be free of any debris, smudge or scratch or the beam will do damage to it instead of reflecting. Those who make a saving throw (versus breath weapon) manage to dodge, taking ½ the full hit point damage. The material component of this spell is a gem of at least 100 g.p. value.
  
Aeron’s Eye Beams
5th-level evocation
Casting Time: 1 action                                                                              
Range: 120 feet
Components: V, S, M (a gem of at least 100 g.p. value)                                                 
Duration: Concentration, up to 10 minutes                         

Aeron’s Eye Beams are concentrated magical light that burns those it touches. The beams can be fired once per round and do variable radiant damage until fully discharged (10d6 for one single attack or 1d6 for ten attacks or 5d6 for two attacks, etc.) The beams can ignite combustible material and destroy iron bars, chains, etc. The beams travel in a straight line unless reflected from a highly polished mirror-like surface. This mirrored surface must be free of any debris, smudge or scratch or the beam will do damage to it instead of reflecting. Each creature targeted by the beams must make a Dexterity saving throw. A target takes full damage on a failed save, or half as much damage on a successful one.

6 comments:

Dick McGee said...

That's neat, consider it stolen. Can you fire an eyebeam zap while doing something else like casting or making a physical attack? If so, looks pretty good as a single-target/round damage spell. Might be inclined to give it a damage bonus against whatever kind of critters are vulnerable to sunlight/radiant type damage in a given setting...maybe +25% or even +50% of what's rolled. Seems like the kind of thing vampires and shadows really wouldn't enjoy much.

grodog said...

A fun spell, please extend our thanks to Jayson, Mike! Perhaps you can share some more of Aeron's works in the future?

I'd probably bump up the material component a bit in value, and make it a fire-associated gemstone, but it looks good.

Allan.

Mike Bridges said...

Thanks Allan! I will let him know, and yes there is more Aeron spells, but this was the one that started it all.

McGee: I'd say in 5E terms you could cast cantrips and still use your standard action to fire off an eyebeam. Casting another full spell then runs into concentration, or at least pauses the eyebeams until next round? Not sure. As for vulnerabilities, definitely possible. I was inclined to make this fire damage, but since its light (laser) i had to go radiant, which is much less easy to stop.

Ryan said...

There was a Spell in 2e Forgotten Realms that was very similar. Fire Eyes was found the the The Seven Sisters splatbook.

Mike Bridges said...

Ryan: Thank you for noting that! I thought it unusual that D&D didn't have any eye beam spells. Everything is fingertip rays. Whereas in comics, eye beams are abundantly used. Supes, Darkseid, Cyclops, etc.
I never bought FR stuff after the gray box set, but it's good to know we have something to compare this with now!

grodog said...

My various spells for Iscladoc on Canonfire! are also eye-related spells (although not all eye rays per se): http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=298

=)

Allan.