Noctis Vigil
2012-02-28, 05:40 PM
I'd like to make these Evocation, but sadly I can't, as they don't manipulate energy directly. If anyone can think of a way to make them work as Evocation, poke me, I want to hear it.
Crippling Bolt
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes 1 point of Strength, Dexterity and Constitution penalty. A successful Fortitude save negates this. This penalty lasts for 10 minutes per caster level, to a maximum of 100 minutes. Penalties from multiple bolts of one casting of this spell will stack with each other, however penalties from separate castings of this spell will not, nor will the penalties from this spell stack with penalties from other spells (although it will stack with actual ability damage or ability drain). Multiple bolts from the same casting require separate saving throws.
Befuddling Bolt
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes 1 point of Wisdom, Intelligence and Charisma penalty. A successful Fortitude save negates this. This penalty lasts for 10 minutes per caster level, to a maximum of 100 minutes. Penalties from multiple bolts of one casting of this spell will stack with each other, however penalties from separate castings of this spell will not, nor will the penalties from this spell stack with penalties from other spells (although it will stack with actual ability damage or ability drain). Multiple bolts from the same casting require separate saving throws.
Enervating Bolt
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes a target to take one negative level. A successful Fortitude save reduces this to two points of temporary Constitution damage.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from Enervating Bolt don’t last long enough to do so.
An undead creature struck by a bolt gains 1d4+5 temporary hit points for 1 hour.
Crippling Bolt
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes 1 point of Strength, Dexterity and Constitution penalty. A successful Fortitude save negates this. This penalty lasts for 10 minutes per caster level, to a maximum of 100 minutes. Penalties from multiple bolts of one casting of this spell will stack with each other, however penalties from separate castings of this spell will not, nor will the penalties from this spell stack with penalties from other spells (although it will stack with actual ability damage or ability drain). Multiple bolts from the same casting require separate saving throws.
Befuddling Bolt
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes 1 point of Wisdom, Intelligence and Charisma penalty. A successful Fortitude save negates this. This penalty lasts for 10 minutes per caster level, to a maximum of 100 minutes. Penalties from multiple bolts of one casting of this spell will stack with each other, however penalties from separate castings of this spell will not, nor will the penalties from this spell stack with penalties from other spells (although it will stack with actual ability damage or ability drain). Multiple bolts from the same casting require separate saving throws.
Enervating Bolt
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
This spell functions exactly as the spell Magic Missile, only instead of getting an extra bolt every odd level you get one bolt per three caster levels you have (minimum 1), and each bolt causes a target to take one negative level. A successful Fortitude save reduces this to two points of temporary Constitution damage.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from Enervating Bolt don’t last long enough to do so.
An undead creature struck by a bolt gains 1d4+5 temporary hit points for 1 hour.