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Elemental Fury
Evocation [Varies]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Spell Resistance: Yes
Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, spells you cast using the chosen form of energy bypass 5 points of energy resistance or immunity per three caster levels. For example, fire damage from a 12th level caster would ignore 20 points of fire resistance or immunity.
...So... you bypass 30 points of say, fire immunity... which would make it 0 damage... what? :smallconfused:
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Elemental Rebuttal
Evocation [Varies]
Level: 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Spell Resistance: Yes
Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, you may attempt to counterspell any spell cast with that description without readying an action. You may not use dispel magic with these counterspell attempts.
Alright this is cool... Add the abjuration type
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Lightning Jump
Evocation/Transmutation [Electricity]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/4 levels
Saving Throw: Reflex 1/2
Spell Resistance: Yes
You transform into a powerful stroke of electrical energy and rocket across the battlefield. While transformed, you are immune to all physical damage and do not provoke attacks of opportunity. You gain a fly speed of 120ft with clumsy maneuverability. You may only make single move actions each turn, and you cannot cast any spells or use spell-like or supernatural abilities. You may move through creature’s squares, dealing 1d6 electricity damage per caster level (maximum 15d6) to the creature. A successful Reflex save halves this damage.
At the conclusion of this spell, you are dazed for 1 round.
I like this spell... very lethal... :smallamused: but personally I prefer Chain Lightning...
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Elemental Control
Evocation [Varies]
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Spell Resistance: Yes
Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one minute per caster level, you have total control over non-magical forms of this energy. You cannot create or destroy the element, but you can, for example, prevent a building from burning, or keep arctic cold from affecting the rest of your party. You must have line of sight to affect a specific source of the element.
In addition, anyone casting a spell or using a spell-like, supernatural, or extraordinary ability with the descriptor you chose at the casting of the spell must make an opposed caster level check (or a Will save, for supernatural or extraordinary abilities without a caster level). If they fail, you may either prevent them from using the ability altogether, or chose a new, valid target.
I like that spell... a lot... The Avatar would be proud :smallamused:
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Inferno Touch
Evocation [Fire]
Level: 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes
The target is filled with pure elemental flame, dealing 10 points of fire damage per caster level (max 150). If the creature successfully saves, it takes half the amount.
Its harm as a lower level spell... :smallannoyed:
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Cityrazer
Evocation/Transmutation
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius centered on you
Duration: Instantaneous
Saving Throw: Fortitude ½ or Fortitude Negates, see text
Spell Resistance: Yes
You unleash a burst of tremendously powerful energy, annihilating structures around you. Deal 10 damage per caster level to all buildings and structures within the area of the spell. Structures may make a Fortitude save for half damage.
Alternately, you may target a single structure or construct within 100 feet and instantly destroy it, regardless of size or current health. On a successful Fortitude save, the target instead takes 10 damage per caster level (maximum 200).
This only affects buildings correct? :smallconfused:
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Meteor Strike
Evocation [Fire]
Level: 6
Components: V, S
Casting Time: 1 standard action
Range: Long
Area: 20ft radius burst
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A lesser version of the legendary meteor swarm, when you cast this spell, a 2-foot diameter sphere springs from your outstretched hand and streaks in a straight lines to the spot you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 10d6 points of bludgeoning damage (no save), is dazed, and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Alternately, you may simply cause the sphere to fall from the sky. In doing so, you cannot directly strike a target.
Once the sphere reaches its destination, it explodes in a 20-foot-radius spread, dealing 1d6 points of fire damage per caster level (maximum 20d6) and 1d6 points of slashing damage per level (maximum 20d6) to each creature in the area.
...Hmm... its slightly stronger the Meteor Swarm :smallconfused:
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Acid Rain
Evocation/Conjuration [acid]
Level: 7
Components: V, S
Casting Time: 1 standard action
Range: Long
Area: 100ft radius burst
Duration: 1 round/level
Saving Throw: Reflex 1/2
Spell Resistance: Yes
The sky opens up and weeps acid. Upon casting the spell, all creatures within the area take 1d6 points of acid damage per caster level (maximum 20d6). In addition, for one round per caster level, any creature or object beginning its turn in the area takes the same amount of damage. A successful Reflex save halves the damage.
I see this spell and cried out "Tolodine's Killing Wind!" :smallamused: definitely love this spell
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Inferno Ray
Evocation [Fire]
Level: 8
Components: V, S
Casting Time: 1 standard action
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
You summon energy from the very heart of the Elemental Plane of Fire to smite you foes. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 10 points of fire damage per caster level (max 200). If the target fails a Reflex save, they are lit on fire, taking 5d6 points of fire damage per round for one round per caster level. While burning, they must make a Concentration check (DC equal to the damage dealt) to take any standard or full-round action. A creature can attempt to extinguish the flames as a full-round action that provokes attacks of opportunity, with a 50% chance of success.
The flames created by this spell are incredibly hot. They ignore all forms of fire resistance, and deal half damage to creatures normally immune to fire.
I like this spell... :smallamused:
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Lightning Storm
Evocation [Electricity, Air]
Level: 8
Components: V, S
Casting Time: 1 standard action
Range: Long
Area: 10ft radius per caster level
Duration: 1 round/level
Saving Throw: Fortitude negates or Reflex ½; see text
Spell Resistance: Yes
Howling winds and flashing lightning fill the area, striking down any who are foolish enough to enter. The area is filled with hurricane-strength winds, with all the usual disadvantages. In addition, multiple bolts of lightning strike every round. Every creature in the area has a 20% chance of being struck by lightning, dealing 1d10 per caster level damage (max 25d10). (Flying creatures instead have a 40% chance of being struck by lightning). A successful Reflex save halves the damage.
The caster may choose to concentrate on this spell after it is cast. If he does so, he may prevent the lightning from striking his allies (or foes, if he so desires). In addition, he may specifically target one bolt of lightning per round.
Rename it "Storm of the Century" and its perfect :smallbiggrin:
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Elemental Mastery
Evocation [Varies]
Level: 9
Components: V, S
Casting Time: 1 standard action
This spell functions as Elemental Control, but you may control all four forms of energy at once.
...Hmm... make it 8th level, its not powerful enough to be a 9th level spell (but neither is Astral Projection and its been a 9th level spell in every edition... why? I DON'T KNOW!)
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Mountainrazer
Evocation/Transmutation
Level: 9
Components: V, S
Casting Time: 1 standard action
Range: Medium
Area: 1 mile radius, centered on you.
This spell functions as cityrazer, but it instead deals 20 damage per caster level to all structures within the area, or 20 points of damage per caster level to a single structure on a failed Fortitude save.
400 damage to all mountains within a mile radius... You... you can destroy a Netherese Enclave with this spell... and its only 9th level? :smallconfused:
What. In. The. Hell...