Spells

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Charon
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Spells

Post by Charon »

Rupture

Necromancy
Level: Sor/Wiz 4, Destruction 5
Components: V, S
Casting time: 1 action
Range: Close
Targets: One living creature you can see
Duration: 1d4 rounds
Save: Fort (Partial)
SR: Yes

You rupture the target's skin, causing immediate damage on cast and further damage every time the subject moves. The initial burst is 4d6, fortitude save for half. For the duration of the spell, the target takes 1d6 damage for every five feet of movement it takes as its skin ruptures and tears with each step. Magical flight and levitation are not considered movement for the purposes of this spell, neither is falling or movement via subjective gravity.

This spell is intended for use by enemies rather than players, specifically as a nice surprise for a boss fight, in which case apply as a spell like ability with uses per day equal to party members/2. Save DC of 14 plus the boss' prime mental stat modifier.
Last edited by Charon on Sat Nov 12, 2022 10:57 pm, edited 1 time in total.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Frostbite

Evocation [Cold]
Level: Sor/Wiz 4, Water 4
Components: V, S
Casting time: 1 action
Range: Close
Targets: One creature you can see
Duration: Instantaneous
Save: Fort (Partial)
SR: Yes

You encase the target creature in ice dealing 3d6 cold damage. On a failed fortitude save the subject is completely immobilized, unable to attack, move or even speak. They take 1d6 cold damage per round (on the end of their turn) until freed from their frosty prison. The target can attempt to free themselves at the start of their turn by making a Str check (DC 20 plus Caster's Spellcasting modifier). Otherwise, teammates can free them by dealing 15 fire damage or 40 physical damage to the icy cocoon surrounding them, this cocoon has an AC of 5.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Crystal Nova

Evocation [Cold]
Level: Sor/Wiz 5, Water 5
Components: V, S
Casting time: 1 action
Range: Medium
Targets: 20ft burst
Duration: Instantaneous
Save: Reflex half, Fort partial
SR: Yes

You cause an eruption of freezing cold at a point of your choosing. Creatures caught in the radius take 5d6 cold damage (reflex half). Additionally, creatures that fail a fort save are now affected by slow for 1 round per 2 caster levels.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Maledict

Necromancy
Level: Sor/Wiz 3, Cleric 4
Components: V, S, MF, DF
Casting time: 1 action
Range: Medium
Targets: A living creature you can see
Duration: 3 rounds
Save: Will negates
SR: Yes
Material Focus - A voodoo doll, worth 25gp

You curse an enemy to continually resuffer its wounds. Whilst under the effect of Maledict, at the start of a creature's turn it suffers damage equal to its current missing health, ie the difference between its current hp and its max hp.
Last edited by Charon on Mon Nov 14, 2022 10:43 pm, edited 1 time in total.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Shackleshot

Conjuration [Force]
Level: Rgr 1
Components: V
Casting Time: Full Action
Range: Special
Target: One creature you can see
Duration: Special
Save: No
SR: Yes

You take aim with a bow weapon. The spell conjures a vine of force attached to the arrow that does not impede its flight. Make a ranged attack roll against a creature using your normal highest attack bonus. If the attack hits, you tether the creature in one of two ways.
1. To a tree within five feet. The creature is now tethered to the tree and cannot move more than five feet from the point of tethering. The duration is 1 round per 2 caster levels.
2. To an adjacent creature. The creature is now tethered to a creature within ten feet of it. The two creatures cannot move more than ten feet apart for the duration. The duration is 1 round per 5 caster levels.
The tether cannot be broken by any means.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Missile Totem

Conjuration
Level: Sor/Wiz 7
Components: V, S
Casting time: Full Action
Range: Special
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You summon a totem that fires magic missiles as a 9th level sorcerer at the end of your turn. The totem lasts until destroyed. The totem is an object with an AC of 10 + caster level and the same HP as the caster. The totem will fire all missiles at the closest target, splitting evenly between targets at equal range. You can direct the attacks mentally as a swift action. The totem must be placed within 'close' range but fires magic missiles at their usual 'medium' range.
Last edited by Charon on Mon Nov 14, 2022 11:04 pm, edited 1 time in total.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Impetus

Enchantment
Level: Rgr 2
Components: V
Casting time: Full Action
Range: Special
Target: One creature you can see outside of your weapon's range increment
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Using a ranged weapon, fire at a target beyond your range increment, suffering the usual penalties for doing so. If you hit, you deal additional damage on the attack based on the range. Roll 2 additional damage dice for an attack beyond your first increment and 2 additional dice for each increment beyond that. The dice are the same as the weapon's base damage. These dice are considered precision damage and are not multiplied in the event of a critical hit. All your other usual bonuses apply.
For example, firing a longbow at 250ft would give a damage output of 5d8, 1d8 base damage, 2d8 for being beyond 100ft and 2d8 for being beyond 200ft.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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Charon
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Re: Spells

Post by Charon »

Earth Punch

Evocation [Earth]
Level: Brd 2, Sor/Wiz 2, Earth 2
Components: V, S
Casting time: Standard Action
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You coat your first in a layer of rock and make a melee touch attack as part of this action. The spell draws an AOO as normal but the attack is considered armed and does not provoke.
A successful melee attack deals 2d8+1 earth damage per 3 caster levels, to a max of 10d8+5.
The rock coating crumbles to dust after the attack is made regardless of whether it was successful or not.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
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