AttilaTheGeek
2012-12-18, 06:29 PM
I noticed there were a couple cool electricity-based spells in Pathfinder, and I wanted to make a sorcerer archetype to emphasize on those. I'm thinking about maybe playing it in a very combat-oriented campaign, and I'm designing new spells to go with it too. It's based off Stormborn, Elemental, and Protean. It's intentionally very evocation-focused to try and bring new style and flavor to the blasty caster.
Mechanics-wise, it focuses on spells that bounce between multiple targets and affect them all, the same way electricity bounces between conductors if there's enough current. Everything marked with a (*) at the end is also created by me and listed at the end. Without further ado, the bloodline previously known as Lightning, the
Voltaic Bloodline
You attempt to contain the power of lightning within your veins, but you are not always successful. Perhaps you have an elemental ancestor whose mastery over electricity found its way to you, or your family's heritage in a particularly stormy area affected your blood.
Class Skill: Knowledge (Planes)
Bonus Spells: Shocking Grasp (1st), Lightning Wave* (4th), Lightning Bolt (6th), Ball Lightning (8th), Lightning Arc (10th), Chain Lightning (12th), Discharge* (14th), Stormbolts (16th), Ride the Lightning (18th)
Bonus Feats: Improved Initiative, Arcing Spell*, Reach Spell, Elemental Focus, Greater Elemental Focus, Flaring Spell, Sorcerous Bloodstrike
Bloodline Arcana: Save DCs for spells you cast with the [Light] or [Electricity] descriptors are increased by 1.
Bloodline Powers: Raw electrical power flows in and around you.
Arc Blast (Sp): At 1st level, you can create and launch a small ball of lightning in front of you. It travels 10 feet and deals 1d6 damage +1 per caster level. Each target may make a Fortitude save and a Reflex save at a DC of 10 + half your Sorcerer level + your Charisma modifier; if they make either, they take half damage. (If they make both, they still take half damage). If it hits a target, regardless of their saves, it can continue for another 10 feet, dealing more damage and continuing to travel. It can affect a maximum of 1 creature per two caster levels, minimum 1. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Lightning Charges (Su): At 3rd level, Whenever you cast a spell with the electricity descriptor, you gain Lightning Charges equal to the level of the spell. As a standard action, you can release all Lightning Charges to deal 1d6 damage per charge to all creatures within 15 feet. Targets can make a Fortitude save to take half damage. You can only hold Lightning Charges up to two times your level- if you surpass that limit, you immediately Detonate, as the spell, except that it always deals electricity damage and does full damage to you instead of half.
Bolt (Su): At 9th level, as a move action, you may transform into a bolt of lightning and instantly travel in a straight line to a distance of up to 40 feet (minimum 15 feet), rematerializing in the new location instantaneously. This movement provokes attacks of opportunity, but you have a 50% miss chance because you are not completely physical. Creatures in this line take 2d6 points of damage and can make a Reflex save to take half as much. (Spell Resistance applies.) Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. When you Bolt, you gain 2 Lightning Charges.
Bolt Mastery(Su): At 15th level, your Bolt improves. You can Bolt up to 60 feet, and no longer provoke attacks of opportunity. Creatures directly in your path now take 4d6 damage. Whenever you end a a Bolt, you may deal 6d6 damage to creatures within 15 feet of you. As before, all affected targets can make Reflex saves for half damage, and Spell Resistance applies. When you Bolt, you gain 3 Lightning Charges.
Ascendance (Sp): At 20th level, you master the power of lightning. You are forevermore treated as an elemental outsider, except for that you can still be raised from the dead if you die. At the beginning of your turn, you may choose any number of creatures and/or objects within 10 feet of you. You may sacrifice a spell slot of any level- if you do, each of those targets take 2d6 electricity damage per level of the slot used. Creatures 10 feet away from you can make a Reflex save for half damage, but those 5 feet away cannot.
Stuff I've also created for this bloodline:
Arcing Spell (Metamagic)
You spells reach between targets.
Benefit: When casting a spell that affects multiple targets and targets each of them individually (such as Scorching Ray, but not Fireball), choose two targets who were affected by the spell. The Arcing spell affects every potential target between the two as if the spell had also targeted them.
Level Increase: +3 (an arcing spell uses up a spell slot three levels higher than the spell’s actual level.)
Lightning Wave
School: Evocation [electricity]; Level Sorcerer/Wizard 2, magus 2
Casting Time: 1 standard action, Components: V,S
Range: Close, Effect: 1 ray, Duration: Instantaneous, Saving Throw: Fortitude half, Spell Resistance: Yes
You blast an enemy with a bolt of lightning. You must succeed on a ranged touch attack to hit. They take 2d6 damage plus 1d6 per three caster levels above 4th. If it hits, you may launch another beam that functions identically at another target within range of the first. The spell continues until an attack misses or you launch 1 beam per caster level, whichever comes first.
Discharge
School: Evocation [electricity]; Level Sorcerer/Wizard 7
Casting Time: 1 full-round action, Components: V,S
Range: Medium, Area: 30-foot radius, Duration: Instantaneous, Saving Throw: Fortitude half, Spell Resistance: Yes
You charge a large group of enemies with the power of lightning, which bounces between them to decimate large groups. Each target takes 3d6 damage for each creature within 20 feet of them. Creatures outside of the spell's radius still affect those inside for determining damage, but take none themselves.
Well, playgrounders? What do you think?
Mechanics-wise, it focuses on spells that bounce between multiple targets and affect them all, the same way electricity bounces between conductors if there's enough current. Everything marked with a (*) at the end is also created by me and listed at the end. Without further ado, the bloodline previously known as Lightning, the
Voltaic Bloodline
You attempt to contain the power of lightning within your veins, but you are not always successful. Perhaps you have an elemental ancestor whose mastery over electricity found its way to you, or your family's heritage in a particularly stormy area affected your blood.
Class Skill: Knowledge (Planes)
Bonus Spells: Shocking Grasp (1st), Lightning Wave* (4th), Lightning Bolt (6th), Ball Lightning (8th), Lightning Arc (10th), Chain Lightning (12th), Discharge* (14th), Stormbolts (16th), Ride the Lightning (18th)
Bonus Feats: Improved Initiative, Arcing Spell*, Reach Spell, Elemental Focus, Greater Elemental Focus, Flaring Spell, Sorcerous Bloodstrike
Bloodline Arcana: Save DCs for spells you cast with the [Light] or [Electricity] descriptors are increased by 1.
Bloodline Powers: Raw electrical power flows in and around you.
Arc Blast (Sp): At 1st level, you can create and launch a small ball of lightning in front of you. It travels 10 feet and deals 1d6 damage +1 per caster level. Each target may make a Fortitude save and a Reflex save at a DC of 10 + half your Sorcerer level + your Charisma modifier; if they make either, they take half damage. (If they make both, they still take half damage). If it hits a target, regardless of their saves, it can continue for another 10 feet, dealing more damage and continuing to travel. It can affect a maximum of 1 creature per two caster levels, minimum 1. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Lightning Charges (Su): At 3rd level, Whenever you cast a spell with the electricity descriptor, you gain Lightning Charges equal to the level of the spell. As a standard action, you can release all Lightning Charges to deal 1d6 damage per charge to all creatures within 15 feet. Targets can make a Fortitude save to take half damage. You can only hold Lightning Charges up to two times your level- if you surpass that limit, you immediately Detonate, as the spell, except that it always deals electricity damage and does full damage to you instead of half.
Bolt (Su): At 9th level, as a move action, you may transform into a bolt of lightning and instantly travel in a straight line to a distance of up to 40 feet (minimum 15 feet), rematerializing in the new location instantaneously. This movement provokes attacks of opportunity, but you have a 50% miss chance because you are not completely physical. Creatures in this line take 2d6 points of damage and can make a Reflex save to take half as much. (Spell Resistance applies.) Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. When you Bolt, you gain 2 Lightning Charges.
Bolt Mastery(Su): At 15th level, your Bolt improves. You can Bolt up to 60 feet, and no longer provoke attacks of opportunity. Creatures directly in your path now take 4d6 damage. Whenever you end a a Bolt, you may deal 6d6 damage to creatures within 15 feet of you. As before, all affected targets can make Reflex saves for half damage, and Spell Resistance applies. When you Bolt, you gain 3 Lightning Charges.
Ascendance (Sp): At 20th level, you master the power of lightning. You are forevermore treated as an elemental outsider, except for that you can still be raised from the dead if you die. At the beginning of your turn, you may choose any number of creatures and/or objects within 10 feet of you. You may sacrifice a spell slot of any level- if you do, each of those targets take 2d6 electricity damage per level of the slot used. Creatures 10 feet away from you can make a Reflex save for half damage, but those 5 feet away cannot.
Stuff I've also created for this bloodline:
Arcing Spell (Metamagic)
You spells reach between targets.
Benefit: When casting a spell that affects multiple targets and targets each of them individually (such as Scorching Ray, but not Fireball), choose two targets who were affected by the spell. The Arcing spell affects every potential target between the two as if the spell had also targeted them.
Level Increase: +3 (an arcing spell uses up a spell slot three levels higher than the spell’s actual level.)
Lightning Wave
School: Evocation [electricity]; Level Sorcerer/Wizard 2, magus 2
Casting Time: 1 standard action, Components: V,S
Range: Close, Effect: 1 ray, Duration: Instantaneous, Saving Throw: Fortitude half, Spell Resistance: Yes
You blast an enemy with a bolt of lightning. You must succeed on a ranged touch attack to hit. They take 2d6 damage plus 1d6 per three caster levels above 4th. If it hits, you may launch another beam that functions identically at another target within range of the first. The spell continues until an attack misses or you launch 1 beam per caster level, whichever comes first.
Discharge
School: Evocation [electricity]; Level Sorcerer/Wizard 7
Casting Time: 1 full-round action, Components: V,S
Range: Medium, Area: 30-foot radius, Duration: Instantaneous, Saving Throw: Fortitude half, Spell Resistance: Yes
You charge a large group of enemies with the power of lightning, which bounces between them to decimate large groups. Each target takes 3d6 damage for each creature within 20 feet of them. Creatures outside of the spell's radius still affect those inside for determining damage, but take none themselves.
Well, playgrounders? What do you think?