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View Full Version : [3.5] New Spells for the Cowardly Pyromaniac



Vaynor
2009-07-23, 06:44 PM
I made these spells a while ago but I don't think I ever posted them here.

Fiery Ray
Evocation (Fire)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemies with a fiery ray. You may fire one ray which deals 1d6+2 fire damage per level (max 5d6+10). The ray requires a ranged touch attack to hit.


Fire Blast
Evocation (Fire)
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Self only
Area: 15 foot radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The caster releases fiery energy which explodes around him. Any creature within 15 feet is affected by this spell, Reflex save for half damage. The caster is never affected by this damage. The blast deals 1d6/level fire damage to each target in range (max 5d6). This spell affects objects as well (ignores hardness).

Quick Jump
Conjuration (Teleportation)
Level: Sor/Wiz 2
Components: S
Casting Time: 1 swift action
Range: Self only
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The caster teleports (jumps) forward a distance equal to 5 feet + 5/level (max 50 feet). The caster may not travel more than 10 feet higher or lower than his current height. Height is not a factor when calculating distance. The area that the caster wishes to jump to must be within his line of effect. This spell may be used to teleport through solid matter. If you land in a square occupied by a solid object, you are pushed to the closest, open square. Every 5 feet traveled incurs 1d4 damage. If you must travel more than your original maximum jump distance to leave the solid body and enter a free square, you take 5d4 damage and the spell fails. After receiving the benefits of this spell, the caster gains 50% miss chance due to the body's instability on the material plane until the beginning of the caster's next turn.

Split
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: S
Casting Time: 1 move action
Range: Self only
Area: 10 + 10/level feet (max 100 feet) radius
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell functions as Quick Jump except for the changes noted here.

The caster may teleport to any location within the area of effect. When the caster teleports, he also creates a mirror image of himself. This copy functions exactly as the spell mirror image (http://www.d20srd.org/srd/spells/mirrorImage.htm) except only one is created, and it is placed opposite the caster within the spell's radius. If the image cannot be placed exactly opposite the caster, it is placed in the closest space. The caster must have line of effect with the area the image is being placed. The image may be controlled by the caster as a free action, and unless specified otherwise will move opposite the caster and mimic his actions. If the image and the caster ever exit the radius of the spell, the effect ceases.

DracoDei
2009-07-23, 07:25 PM
The first one seems overpowered compared to Scorching Ray (http://www.d20srd.org/srd/spells/scorchingRay.htm) at caster levels 3-6.

Quick Jump and Split might need Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm)'s clause about "After using this spell, you canít take any other actions until your next turn."

Vaynor
2009-07-23, 07:57 PM
The first one seems overpowered compared to Scorching Ray (http://www.d20srd.org/srd/spells/scorchingRay.htm) at caster levels 3-6.

Quick Jump and Split might need Dimension Door (http://www.d20srd.org/srd/spells/dimensionDoor.htm)'s clause about "After using this spell, you canít take any other actions until your next turn."

Well it's only a single ray as opposed to multiple.

As for the teleport spells, it's kind of the point of the spells that you're able to continue acting once you've teleported. Like, if you cast Quick Jump you can keep running, or attack the target you just teleported next to. That's the reason they're such fast actions.