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    Default Meteor swarm plus spawn...(3.5 spell revamp+more spells) PEACH

    So I was looking at the meteor swarm revamp thread, and I had an idea. As this was off the topic of the thread starter, I figured this needed its own thread...

    Lesser Meteor Swarm: Evocation [Force][Fire]
    Level:Sor/Wiz 3
    Components: V, S
    Casting Time:one standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: one or more meteors.
    Duration: 1 min./level
    Saving Throw: Reflex against prone
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force(called a meteor). This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. foes struck by a meteor are take 1d4/2 caster levels points of force damage, and make a reflex save or be knocked prone.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).


    Meteor Swarm: Evocation [Fire]
    Level:Sor/Wiz 6
    Components: V, S
    Casting Time:one minute
    Range: Long (400 ft. + 40 ft./level)
    Effect: one or more 10ft burst(s).
    Duration: 1 hour/level
    Saving Throw: Reflex against prone
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 1d4/2 caster levels force damage, and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6/2 caster levels points of half fire/half force damage in a 10ft burst, requiring a reflex save for half damage.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 15).


    Greater Meteor Swarm: Evocation [Fire]
    Level:Sor/Wiz 9
    Components: V, S
    Casting Time:one minute
    Range: Long (400 ft. + 40 ft./level)
    Effect: one or more 20ft burst(s).
    Duration: 24 hours
    Saving Throw: Reflex against prone and half area damage
    Spell Resistance:Yes

    Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 2d4 force damage per caster level, and must make a reflex save or be knocked prone. The meteor then explodes in a twenty foot burst dealing 1d10 half fire/half force damage per caster level, allowing a reflex save for half damage and another or be knocked prone.

    You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level.


    (I justify force damage as this is evocation, and therefore should be energy based. it isn't actually a ball of rock, but a ball of force with some fire inside it. and ghosts can take some damage...)

    so thoughts? it is a bit different from call lightning I admit...

    to powerful? to weak? lots of prone, and a good bit of force damage...
    edit: messed with some wording, made damage scale better...
    Last edited by bobthe6th; 2012-10-10 at 06:29 PM.
    Avatar by Szilard, thank you sir for the fine work!

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