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Abjurer
2007-11-15, 09:15 PM
Let's knock something over, shall we?
Take a look, PEACH if you want.
Abduct and use as necessary.


Undermine
Transmutation
Level: Sorcerer/wizard 3, Destruction 3
Components: V, S
Casting Time: 1 standard action or more (see text)
Range: Touch
Target: Structure touched
Duration: Concentration, up to 1 round/level (see text)
Saving Throw: None (object) and Reflex half, see text
Spell Resistance: No (object)

Placing your hands on the wall, you begin to chant slowly. A few moments later, a trace of dust begins to float towards the floor, and hairline cracks appear at the base of the structure. A brick or two tumbles from its surface. Then, suddenly, it succumbs to your power and gives way, collapsing into a hundred crumbling pieces and littering the ground with rubble.

This spell only affects nonliving matter, such as walls and structures. It does not affect constructs, undead, or anything sentient or mobile. On the round you cast it, it immediately deals damage equal to your caster level to the target. The second round, it deals 1d4 damage per caster level (to a maximum of 10d3), and the third and all later rounds, it deals 1d8 damage per caster level (to a maximum of 10d8) to the structure. All of this damage bypasses hardness of any kind, including adamantine.

When a structure is destroyed by this spell, rocks and debris fall from it. Everything within 5 feet per 20 feet of height the structure had before its destruction (at least five feet, no more than twenty) takes 1d6 damage per 10 feet of former height (max 20d6 damage). A successful reflex save halves this damage. Also, the matter that made up the structure is not destroyed, but rather spread about its former location. All of the squares previously covered by the structure are now filled with dense rubble, and the squares in five feet of the structure per 5 feet of former height are covered in light rubble.

Arcane material component: a pinch of dirt or dust.



Shockwave
Evocation [Force]
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: Everything within a cone-shaped burst
Duration: Instantaneous
Saving Throw: None, or none(object), but see text
Spell Resistance: No, or no (object), see text

Thrusting your palm forward, you issue a yell, and a barely visible wave of force rushes forth from your outstretched hand, kicking up dust and knocking foes and obstacles aside, or plowing them into the ground.

Everything within the cone is pushed back to the edge of the spell's range, falling prone and taking damage as though they'd fallen the same distance that they were just thrown horizontally. If they encounter an obstacle (that has not been uprooted by the force of the blast), they instead stop when they strike that obstacle, and their falling damage is determined based on that object instead of the edge of the spell's range. There is no save to resist the effect, but a successful strength check (+2 if the target is larger than medium, +4 if the target has more than two legs or is otherwise exceptionally stable, like a dwarf) allows the target to stay on their feet.

If an object in the spell's area is rooted to the spot, such as a building or a tree, it takes bludgeoning damage from the brute force of the blast. A plant or natural wall takes 1d6 damage per spellcaster level (max 15d6), and an artificial wall or structure takes 1d8 damage per spellcaster level (max 15d8). This damage bypasses hardness of any kind. An artificial or natural wall or structure destroyed by this damage leaves light rubble as far behind it as it was previously tall (so a ten foot hight by ten foot wide wall leaves a ten foot by ten foot square of light rubble).



Cheers.