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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    The Leveller


    Image: Suphlatus, Angel of Dust by Peter Morbacher

    "I met a traveller from an antique land
    Who said: Two vast and trunkless legs of stone
    Stand in the desert... near them, on the sand,
    Half sunk, a shattered visage lies, whose frown,
    And wrinkled lip, and sneer of cold command,
    Tell that its sculptor well those passions read
    Which yet survive, stamped on these lifeless things,
    The hand that mocked them and the heart that fed:

    And on the pedestal these words appear:
    'My name is Ozymandias, king of kings:
    Look on my works, ye Mighty, and despair!'
    Nothing beside remains. Round the decay
    Of that colossal wreck, boundless and bare
    The lone and level sands stretch far away."
    - Percy Bysshe Shelley,
    Ozymandias

    Oh, how the mighty have fallen! Even the greatest cities are nothing before the wrath of even the smallest Leveller. Though he is overshadowed by the tallest towers of the city some thousand times over, he wields the power to topple them to the ground. His power is connected to elite spells: spells which are exceptionally powerful for their level. With them, the leveller wields powers which his size belies. A single person fighting against the vastness of cities and their armies, he yet prevails.

    Adventures: Levellers adventure to fell the greatest foe, to take the greatest city - ultimately, a leveller's calling is to destroy. That said, a leveller still has many of the more ordinary motivations which most adventurers have.

    Characteristics: A leveller can take on enemies, armies, and cities many times his size. He relies on elite spells, which are stronger than their relatively small level might suggest - he essentially learns a few spells which are better than usual.

    Alignment: Any. While destruction may seem chaotic, there is something to be said for Law's ability to topple the mighty as well.

    Religion: Deities of destruction or fire are common among levellers, but any deity is possible.

    Background: A leveller is usually an evoker of some kind - a wizard or sorcerer who wishes to add to their already-prodigious arsenal of damaging spells, a cleric eager to supplement their defensive and support role with powerful evocations, a druid whose desire to protect nature has extended to destroying cities, and so forth. Levellers tend to be those who were frustrated by their relative inability to have a great impact on the world.

    Races: Any. While those of the largest sizes might not seem like a great fit for the leveller's ideal that even a single tiny dissident can lay waste to a massive empire, even a titan is still smaller than a city by a long way.

    Other Classes: Members of other classes might criticise the leveller's violent approach to all situations, but few can deny his effectiveness.

    Role: A leveller is a primary damage-dealer, but also retains the base class's versatility - in fact, the leveller knows even more spells than the base class in question.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme, such as an elite healer class which could access spells such as elite cure critical wounds and elite restoration.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Skills: Knowledge (Architecture and Engineering) or Profession (Siege Engineer) 10 ranks.
    Feats: Spell focus (Evocation).

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Elite Spellcasting 1
    2nd +1 +0 +0 +3 1 1
    3rd +1 +1 +1 +3 1 1 1
    4th +2 +1 +1 +4 1 1 1 1
    5th +2 +1 +1 +4 2 1 1 1 1
    6th +3 +2 +2 +5 2 2 1 1 1 1
    7th +3 +2 +2 +5 2 2 2 1 1 1 1
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The Leveller's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The Leveller gains no proficiency in any kind of weapons or armour.

    Elite Spellcasting
    The leveller gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

    Further, the leveller gains elite spells from the leveller elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Leveller. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

    If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a leveller can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/leveller who learns conflagration (elite fireball) can swap out his fireball spell known for another third-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    A leveller can learn an elite spell even if he can't learn the nonelite version of the same spell. A cleric/leveller can learn conflagration (elite fireball), for example. A leveller who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. For example, grasping hand references your intelligence modifier for wizards, charisma for sorcerers, or wisdom for clerics. A druid/leveller who learns the elite version of this spell (which doesn't alter the text of the spell) uses wisdom, in this case. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    Leveller Elite Spell List

    0lvl

    Acidic Burst (Elite Acid Splash): Blast of acid deals damage in area.
    Booming Sound (Elite Ghost Sound): Loud noise can be heard all around.
    Create Geyser (Elite Create Water): Creates a stream of water which can cause floods.
    Hand of God (Elite Mage Hand): Telekinetic force can lift and throw objects.
    Ray of Ice (Elite Ray of Frost): Icy ray ignores hardness and deals more damage.
    Set Ablaze: Target catches on fire.

    1st

    Arcane Bolt (Elite Magic Missile): Missiles break apart buildings or cause explosions.
    Cone of Immolation (Elite Burning Hands): Cone of flame sets enemies and architecture on fire.
    God's Own Sling (Elite Magic Stone): Three stones become catapult rocks when thrown.
    Produce Inferno (Elite Produce Flame): Flame can be used to perform multiple area attacks.

    2nd

    Immolating Ray (Elite Scorching Ray): Rays of flame peirce enemies and objects.
    Inferno Blade (Elite Flame Blade): Blade of fire sets objects and people ablaze and deals a lot of damage.
    Living Flame (Elite Flaming Sphere): Sphere moves on its own and sets things on fire.
    Ruin Earth and Stone (Elite Soften Earth and Stone): Ruins foundations or sinks many creatures.
    Smash (Elite Shatter): Sonic boom shatters all kinds of objects.
    Surge of Wind (Elite Gust of Wind): Blast of wind can knock over objects and smash through buildings.
    Thousand Stings (Elite Acid Arrow): Swarm of arrows covers many creatures in acid.

    3rd

    Conflagration (Elite Fireball): Explosion damages buildings and sets things and people on fire.
    Doombolt (Elite Lightning Bolt): Lightning doesn't have to originate from you and is better.
    Exploding Arrow (Elite Flame Arrow): Arrows set things on fire in an area.
    Frozen Storm (Elite Sleet Storm): Storm does damage and is larger and lasts longer.
    Incantation of the Thunderbolt (Elite Call Lightning): Lightning strikes are longer, set targets on fire and can be aimed at a location you can't see.
    Light of Death (Elite Searing Light): Beam of light sets targets on fire.
    Plague (Elite Contagion): Disease spreads, infecting many.
    Sculptor's Wrath (Elite Stone Shape): Shape additional stone, potentially ruining entire buildings.

    4th

    Blizzard (Elite Ice Storm): Storm of hail and ice actually deals meaningful damage.
    Curse of Corrosion (Elite Rusting Grasp): Your touch can turn entire iron structures to rust.
    Devastating Yell (Elite Shout): Loud shouting cracks buildings.
    Pillar of Flame (Elite Flame Strike): Pillar of fire causes even stone and water to ignite.
    Smash to Pieces: Destroys buildings or large objects.

    5th

    Incantation of the Thunderstorm (Elite Call Lightning Storm): Lightning strikes are longer, set targets on fire and can be aimed at locations you can't see.
    Insect Storm (Elite Insect Plague): Swarms can move.
    Muddy Doom (Elite Transmute Rock to Mud): Transmute even worked stone and more of it.
    Polar Cone (Elite Cone of Cold): Affected region is covered ice and frost and creatures may be stuck in it.

    6th

    All is Dust (Elite Disintegrate): Turns practically anything to dust.
    Arctic Sphere (Elite Freezing Sphere): Sphere deals damage over a larger area and freezes more than just water.
    Greater Devastating Yell (Elite Greater Shout): Shouting sends enemies flying or knocks down buildings.
    Electric Arc (Elite Chain Lightning): Chain arcs in a different way and can hit enemies for full damage.
    Seeds of Destruction (Elite Fire Seeds): Turn acorns into missiles or holly berries into demolition charges.
    Symphony of Shattering (Elite Sympathetic Vibration): Song shakes entire city.
    Toppling Hand (Elite Forceful Hand): Hand topples buildings.

    7th

    Banishing Light (Elite Sunbeam): Beams are actually effective and burn buildings.
    Blade of Destruction (Elite Mage's Sword): Sword cuts through buildings and people alike.
    Burning Rain (Elite Fire Storm): Storm of fire does full damage again over time.
    Conflagration Deathtrap (Elite Delayed Blast Fireball): Explosion damages buildings and sets things and people on fire.
    Gravity Hammer (Elite Reverse Gravity): Objects and creatures are launched by gravity.
    Immobilising Hand (Elite Grasping Hand): Hand can squeeze buildings; is stronger.
    Master the Storm (Elite Control Weather): Create more powerful weather effects.
    Swarming End (Elite Creeping Doom): Swarms move on their own and aren't dependent on you.

    8th

    Pounding Fist (Elite Clenched Fist): Fist deals a lot of damage.
    Worldquake (Elite Earthquake): Quake is more destructive.
    Immolating Cloud (Elite Incendiary Cloud): Damage is greater and spell has a respectable radius for a high-level evocation.
    Freezing Ray (Elite Polar Ray): Target is frozen solid and ray ignores hardness.
    Abominate Metal or Stone (Elite Repel Metal or Stone): Spell pushes back large fixed objects and larger free objects.
    Solar Flare (Elite Sunburst): Burst is actually effective and burns buildings.
    Vortex of Doom (Elite Whirlwind): Whirlwind affects bigger creatures, is easier to control and dismantles structures.

    9th

    Heaven's Roar (Elite Storm of Vengeance): Everything about the spell is far better.
    Obliterating Hand (Elite Crushing Hand): Hand obliterates enemies and objects.
    Starstorm (Elite Meteor Swarm): Meteors continue to fall after initial 4.
    Wrack and Ruin: Destroy a city.

    Leveller Elite Spell Descriptions (A-I)

    Abominate Metal or Stone (Elite Repel Metal or Stone)
    Level: Leveller E8
    Range: Medium (100 ft + 10 ft/level)
    Area: 200 ft long, 100 ft wide path
    You cause a sweeping path which sends metal or stone objects flying.

    This spell works a little like repel metal or stone. However, it has many key differences.

    When you cast the spell, you designate a directional path which shoves metal and stone objects within its bounds (up to any height) along the path. They do not have a maximum diameter. Instead, any metal or stone object which is not attached to the floor or ground is dragged along the path if it weighs up to 50,000 lbs. If it weighs more than that, it still experiences a strong pull which may make it unsafe to stand upon. An object which is attached to the floor or ground is ripped loose immediately if it weighs up to 5000 lbs. If it weighs between 5000 and 50,000 lbs, the sections attaching it to the ground take 20d6 points of damage every round, ignoring hardness. It is entirely possible to rip buildings from the ground in this way, in which case they tumble about dealing 10d6 points of damage to the occupants each round they do.

    Acidic Burst (Elite Acid Splash)
    Level: Leveller E0
    Range: Medium (100 ft + 10 ft/level)
    Area: 10 ft radius sphere.
    Duration: Instantaneous and 1 round/level, see text.
    Saving Throw: Reflex see text.
    You cause acid to splash over a large area.

    This spell works much like acid splash except as noted above. You don't need to make any attacks to hit. Any creature struck by the attack is also covered with acid which deals 1 point of acid damage every round to that creature for 1 round/level. A creature who passes a reflex save is only covered in acid for 1 round/2 levels. A creature who is doused with enough water to dilute the acid (or hypothetically enough alkali to neutralise it, in which case they probably have other problems) is freed from this effect.

    All is Dust (Elite Disintegrate)
    Level: Leveller E6
    Area: 40-ft-radius sphere.
    You turn buildings into ruins and civilisations into graveyards.

    All is Dust works like disintegrate except as noted above and that it affects every creature in the area, who must take a fortitude save against 2d6 damage per level (and passing the save causes 5d6 damage), and every unattended object in the area is disintegrated. You can attempt to affect a single attended object, in which case it is disintegrated on a failed save or takes 5d6 points of damage on a passed save.

    Elite spells like all is dust are difficult to resist fully. A creature with mettle or a similar ability takes 3d6 points of damage if it passes the save.

    Arcane Bolt (Elite Magic Missile)
    Level: Leveller E1
    You fire a storm of exploding missiles.

    Arcane bolt works like magic missile except that each missile needn't target a creature. Instead, it causes an explosion in a 10 ft radius sphere in a point you choose. The damage that each missile deals is 2d4+2 and there is no level limit on how many missiles can be produced. Unlike magic missiles, arcane bolts can damage all creatures and objects in the area. Light objects are thrown out of the area away from the centre with great force. Arcane bolts ignore hardness of buildings.

    Arctic Sphere (Elite Freezing Sphere)
    Level: Leveller E6
    Duration: Instantaneous and 1 round/level
    Saving Throw: Reflex partial
    You fire a sphere of pure cold which freezes all kinds of things.

    This spell works like freezing sphere except as noted above, that the burst area is 20 ft radius, and that any creature who fails a reflex save is Frozen Solid for one round (a reflex save halves the damage as well as negating the Frozen Solid effect). A creature who is Frozen Solid cannot defend themself properly, is flat-footed and cannot take actions.

    Elite spells like arctic sphere are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Banishing Light (Elite Sunbeam)
    Level: Leveller E7
    Range: 120 ft
    Saving Throw: Reflex see text
    You call forth a bevy of beams of light which burn enemies.

    Banishing light works a lot like sunbeam except as noted above and for the following. The beams do 8d6 points of damage to creatures who are not undead and to objects in the area. Each creature or object struck by a beam Catches on Fire, whether they pass the reflex save or not, though the fire may burn out immediately if the object or creature isn't flammable. Any extraplanar creature who fails the reflex save is banished back to their home plane - extraplanar undead vulnerable to bright light who fail their saves are both banished and destroyed.

    Elite spells like banishing light are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Blade of Destruction (Elite Mage's Sword)
    Level: Leveller E7
    You cause a massive force blade to spring into being.

    This spell works much like mage's sword. However, the sword is a +5 vorpal weapon and its base damage is 6d6. Its deflection bonus to AC is 5. A building attacked by the sword has its hardness ignored, and if the attack roll is a natural 20, the building's structure is compromised and 2d4 sections of the building fall down, starting with the one being attacked (if it's still standing after the damage) and those near it.

    Elite spells like blade of destruction are difficult to resist fully. If you fail to overcome a creature's spell resistance, the sword just floats back to you instead of disappearing. You can't try to make it attack that creature again, though.

    Blizzard (Elite Ice Storm)
    Level: Leveller E4
    Duration: 1 round/level
    You cause an enduring blizzard, which can deal exceptional damage to anyone who stays in the area too long.

    Blizzard works as ice storm except as noted above and that the damage is dealt each round and damages objects as well as creatures. The damage dealt is instantaneous and doesn't go away at the end of the duration.

    Elite spells like blizzard are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Booming Sound (Elite Ghost Sound)
    Level: Leveller E0, Terror E0
    Range Medium (100 ft + 10 ft/level)
    Duration: 1 minute/level (D)
    You create a mighty booming sound which can inspire fear in people.

    Booming sound works a lot like ghost sound, but with a few differences. As well as those mentioned above, the maximum sound produced doesn't have a level limit. Unlike ghost sound, you can also change the sound after it starts. While booming sound isn't technically a fear effect, at even moderate levels the sound can quickly become unbearable, and anyway creatures subjected to the sound of a roaring dragon or invading army may quickly abscond even though they don't have an actual condition which says that they do.

    Burning Rain (Elite Fire Storm)
    Level: Leveller E7
    Duration: Instantaneous and 1 round/level
    You create a lasting fire storm.

    Burning rain is just like a regular fire storm except that as well as doing the 1d6/level damage instantly, it does a further 1d6 points of fire damage per round over the duration. Damage dealt by the spell is instantaneous and doesn't end when the spell ends. A creature takes one initial reflex save and uses it for the duration the first time they're in the area.

    Elite spells like burning rain are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Cone of Immolation (Elite Burning Hands)
    Level: Leveller E1
    Range: 30 ft
    Area: 30 ft cone
    You send from your hands a cone of flames which can burn buildings and people alike.

    Cone of immolation works just like burning hands except as noted above, that the maximum damage is 10d4, and that any creature or flammable object struck Catches on Fire whether the save is passed or failed, even if the target took no damage from the attack.

    Elite spells like cone of immolation are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Conflagration (Elite Fireball)
    Level: Leveller E3
    You cause a cataclysmic explosion.

    This spell works just like fireball with a few exceptions. Each creature damaged by the spell Catches on Fire and each creature in the area who fails the reflex save is knocked prone. The spell burns hot enough to deal significant damage to objects; the damage is not reduced for being fire damage.

    Elite spells like conflagration are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Conflagration Deathtrap (Elite Delayed Blast Fireball)
    Level: Leveller E7
    You trigger a cataclysmic explosion to take place after a certain length of time or as a trap.

    This spell works just like delayed blast fireball with a few exceptions. Each creature damaged by the spell Catches on Fire and each creature in the area who fails the reflex save is knocked prone. The spell burns hot enough to deal significant damage to objects; the damage is not reduced for being fire damage. Enemies cannot handle the bead.

    Elite spells like conflagration deathtrap are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Create Geyser (Elite Create Water)
    Level: Leveller E0
    Duration: Concentration, up to 1 round/level and instantaneous.
    You pour water from your hands.

    Elite create water works just like create water except that the water shoots from your hands as though from a decanter of endless water, and you can change the amount which comes out each round up to the maximum is determined as per the create water spell, potentially dealing damage just like a decanter of endless water does. The concentration duration is how long the water comes out for; when it is there it doesn't go away.

    Curse of Corrosion (Elite Rusting Grasp)
    Level: Leveller E4
    Target: One corrosible or ferrous object or creature; see text
    You reach out your hand and turn almost anything to rust.

    This spell works similarly in some ways to rusting grasp, but is also very different. You may touch an object or creature made of any metal which can be oxidised or is ferrous, such as copper or steel, with this spell, and thereafter it contracts the destructive curse of corrosion for 1 round/level.

    The curse of corrosion corrodes and oxidises whatever metal it touches if able (or rusts ferrous materials which would normally not be corrosible) - this is enough to destroy weapons immediately and reduces the AC of metal armour by 1d6 instantaneously and 1d6 more per round, as well as doing 3d6 points of damage, plus 1 per caster level, to each creature made of a corrosible or ferrous material instantly and each round. Magical weapons and armour have a level of resistance, but a magic weapon's damage die reduces as though the weapon's size had reduced when it contracts the curse each round until it is destroyed at 0 damage or the curse is over, and magic armour's AC is reduced by 1d3 instead of 1d6 (though it's destroyed if the base AC becomes 0). Even after the object or creature is destroyed, it still bears the curse.

    The curse can be spread simply via touching the object so affected - cursing an iron object and hurling it hard enough to smash it to pieces and therefore spreading the curse to everything which touches a piece is a possible tactic. In any case, the curse deals as much damage to objects as it does to creatures (except for the special rules about weapons and armour). Each object which contracts the curse takes on the duration of 1 round/level again, meaning that the spell itself can continue indefinitely, though an object can only be cursed once by each spell. A metal wall or building spreads the curse to adjacent sections.

    While some metals cannot survive the curse of corrosion at all (alkaline metals all burn when exposed to it!), some items may take enough damage to destroy them and yet retain some functionality. A wall of rust or verdigris still has some functionality, after all. However, the curse tends to make most items fragile enough to fall apart easily.

    Devastating Yell (Elite Shout)
    Level: Leveller E4
    You let loose a yell which can shatter buildings.

    Devastating yell works just like shout except that the damage is dealt to objects, is 1d6/level (no level limit) and is doubled against buildings and ignores the hardness of objects.

    Elite spells like devastating yell are difficult to resist fully. A creature with mettle or a similar ability takes one quarter of the damage dealt by the spell on a successful save.

    Greater Devastating Yell (Elite Greater Shout)
    Level: Leveller E6
    You shout loud enough to send creatures flying.

    Greater devastating yell works like devastating yell except that the damage is d8/level, creatures are deafened for 4d6 rounds, and creatures who fail the fortitude save are Blown Away to the edge of the area. Objects struck are also sent flying if they aren't attached to the ground, and take triple damage instead of double.

    Doombolt (Elite Lightning Bolt)
    Level: Leveller E3
    Range: Long (400 ft + 40 ft/level)
    You fire a bolt of lightning from anywhere you can think of in the spell's area, and the bolt deals a lot of damage.

    Doombolt works a bit like lightning bolt. However, you can choose any start and end for the lightning bolt within the range given above, so long as the bolt is no longer than 120 feet long. You don't need line of effect or sight to the start or end point but must be able to identify both uniquely. If the path of the lightning bolt is blocked by something impassable, it will only travel up to the obstacle. A creature struck takes 1d6 points of damage per level (no level limit) and is stunned for one round if the save is failed.

    Elite spells like doombolt are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Electric Arc (Elite Chain Lightning)
    Level: Leveller E6
    You call forth a bolt of lightning which scurries between targets.

    This spell works just like chain lightning except that each target only needs to be within 30 feet of any one previous target, not the first target, and the damage dealt isn't halved for secondary targets. You can target objects or locations in order to extend the chain beyond this range, although some of the spell's potential is arguably wasted in this way.

    Elite spells like electric arc are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Exploding Arrow (Elite Flame Arrow)
    Level: Leveller E3
    You set arrows on fire so that they ignite the target struck.

    Exploding arrow works a lot like flame arrow, but the damage is 2d6 and any creature struck by the flame arrows Catches on Fire. Further, if a flame arrow is fired at a large enough object or structure, the initial fire created by the flame arrow occupies nine squares (the one struck and the eight around it) as the arrow bursts into a great flame.

    Freezing Ray (Elite Polar Ray)
    Level: Leveller E8
    Range: Very Extremely Long (3200 ft + 320 ft/level)
    Duration: See text
    Saving Throw: Reflex partial
    You fire a freezing-cold ray that sucks the heat out of creatures and buildings, potentially freezing them solid.

    This spell works a little like polar ray, but is actually effective. As well as the ray dealing damage instantaneously, a creature struck becomes Frozen Solid for 1 round/level if they fail the reflex save or 1 round otherwise. A creature who is Frozen Solid cannot take actions and is flat-footed.

    Alternatively, you can fire the ray at a building. If you do, the damage isn't reduced for being cold damage and the building's hardness is ignored. The surfaces of the building become icy for 1 round/level, meaning that people inside need to take balance checks to move. At the end of the duration, the ice melts, probably flooding the building.

    Frozen Storm (Elite Sleet Storm)
    Level: Leveller E3
    Area: Cylinder (80 ft radius, 80 ft high)
    Duration: 1 minute/level
    Spell Resistance: Partial
    You create a blinding storm of hail.

    Frozen storm works like sleet storm except as noted above and that each creature and object in the area takes 1d6 points of cold damage each round. This damage is not subject to hardness or reduced against objects but, unlike the rest of the spell, is subject to spell resistance.

    God's Own Sling (Elite Magic Stone)
    Level: Leveller E1
    You cause stones to become mighty boulders when hurled.

    This spell works a little like magic stone, but the stones resize into +3 boulders when tossed, dealing 6d6+3 damage to each creature struck and acting like splash weapons (and therefore dealing 9 damage to adjacent creatures). The boulders deal double damage against objects and a building in the boulder's square always takes the direct hit damage. Each boulder becomes nonmagical upon striking the target.

    Gravity Hammer (Elite Reverse Gravity)
    Level: Leveller E7
    Range: Long (400 ft + 40 ft/level)
    Area: Up to 1 10-foot cube per level (S)
    Saving Throw: None
    You send enemies and objects in the area flying as the pull of gravity is magnified.

    Gravity hammer works like reverse gravity, except as noted above and for the following. No save is ever allowed to grab objects to prevent the effects, and you choose the direction of gravity - even keeping it still down. You can even cause each of the 10-ft cubes to have its own gravity, potentially pressing a creature between two of them, immobile.

    In any case, the effects of gravity are also stronger. Falling damage is doubled (up to double the normal maximum) and creatures in the area cannot fly. Even a creature who was on the ground and dragged down invariably falls prone and takes 1d6 points of falling damage (which is not doubled).

    A creature reaches the edge of the area essentially instantly, and is then thrown a further distance equal to the distance they just travelled - though if the real gravity is the opposite to the gravity they were experiencing during the gravity hammer, they are slowing down during this movement, so they actually take 2d6 less falling damage per 10 feet in normal gravity. For example, if you use two cubes of gravity hammer to throw a creature straight up and they hit the cieling 30 feet above them, they take 2d6 damage - 4d6 for the two cubes in the gravity hammer, minus 2d6 for the 10 feet out of it.

    If a building is in the area of the gravity hammer, then any section which is being pulled sideways takes 5d6 points of damage per round. Any section which is being pulled upwards takes 10d6 points of damage per round. Often, pieces of the building will be thrown out of the gravity hammer, which may provide concealment or deal 1d6 points of damage to creatures within 10 feet depending on the composition of the building, among other possible effects.

    You may alternatively cause the areas or some of the areas in question to have no gravity at all.

    Hand of God (Elite Mage Hand)
    Level: Leveller E0
    Range: Medium (100 ft + 10 ft/level)
    Effect: Hand moves objects about; Bigby approves.
    You conjure up a major telekinetic force which moves objects about for you.

    The hand of God works just like mage hand except that you can, once per round as a free action, lift and throw an object of up to 100 lbs within range up to 100 ft, and smaller objects proportionally further (it generates 10,000 ftlbs of thrust, in effect, but it can't lift objects heavier than 100 lbs at all). It can't lift creatures, but can attempt to grapple them, using the ability score which determines your save DCs in place of strength, caster level in place of base attack bonus, and medium in place of your size, even if they don't fit within the weight limit. If the force throws an object (especially a weapon or ammunition for a weapon) at a creature or another object, treat it as an attack, again substituting for strength and base attack bonus as above. Ignore the range increment of the original weapon in favour of simply checking whether the target is in range or not.

    The hand of God is also able to achieve fine manipulation, so it can untie knots. It can also tear objects apart, like ripping a flag from a pole.

    Elite spells like hand of God are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Heaven's Roar (Elite Storm of Vengeance)
    Evocation [Acid, Cold, Electricity, Fire, Sonic]
    Level: Leveller E9
    Components: V
    Range: Extremely Extremely Long (6400 ft + 640 ft/level)
    Effect: 1-mile radius storm of everything
    Duration: 10 rounds
    Saving Throw: See text
    Spell Resistance: No
    You open the heavens, and invite their wrath upon the hapless foes below.

    This spell works almost nothing like storm of vengeance but is conceptually similar. When you cast the spell, a thunderclap deafens creatures for 2d6*10 minutes (fortitude negates) and deals 1d6 points of sonic damage per 2 levels (maximum 15d6 at 30th level) (reflex half). Each round, a new effect comes into play, but for the entire duration, driving rain makes it impossible to see or hear beyond your own square. The winds start at 30 miles per hour and pick up by 10 miles per hour each round.

    In the second round, the rain becomes acidic, dealing 1d6 points of acid damage per 2 levels (maximum 15d6 at 30th level) (reflex half) and nauseating creatures for 2d6 rounds (fortitude reduces to sickened for 1d6 rounds). In the third round, lightning strikes all over, striking up to two creatures of your choice per level for 10d6 points of damage (reflex half) and dealing significant damage to the landscape, as well as probably setting buildings alight despite the rain. In the fourth round, hailstones deal 5d6 bludgeoning and 5d6 cold damage to each creature and object in the area. In the fifth, burning rain deals 5d6 points of fire damage over the entire area (reflex half) and making everything in the area Catch on Fire.

    During the sixth to tenth rounds, the wind picks up the debris of what remains. Those creatures who are the unlikely survivors are probably still subject to the wind's effects, and also take 5d6 points of slashing damage per round (reflex half) from the debris.

    Elite spells like heaven's roar are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save. Mettle or a similar ability only negates the sickened effect and nothing else.

    Immobilising Hand (Elite Grasping Hand)
    Level: Leveller E7
    You create a giant hand which holds immobile anything it touches.

    This spell works very similarly to grasping hand, but its strength is 68, its size is colossal, and its bonuses and penalties are figured out on this basis. It emulates toppling hand and impassable hand instead of forceful hand and interposing hand and its statistics beyond its strength are those of an impassable hand instead of an interposing hand.

    Elite spells like immobilising hand are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Immolating Cloud (Elite Incendiary Cloud)
    Level: Leveller E8
    Range: Long (400 ft + 40 ft/level)
    Effect: Cloud spreads in 200 ft radius, 200 ft high.
    Duration: 1 minute/level
    You create a cloud which blazes through creatures and buildings alike.

    This spell works a lot like incendiary cloud, except as noted above, that the automatic move and deliberate move are 100 feet and 600 feet rather than 10 and 60, and that any creature or object in the area takes 6d6 fire damage instead of 4d6, and creatures who fail the reflex save Catch on Fire. The immolating cloud also sets any object on fire which is at all flammable.

    Elite spells like immolating cloud are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save. Wind doesn't disperse the cloud short of a tornado, though it still doesn't function underwater.

    Immolating Ray (Elite Scorching Ray)
    Level: Leveller E2
    Range: Medium (100 ft + 10 ft/level)
    You fire multiple piercing, burning bolts at enemies.

    Immolating ray works just like scorching ray except as above, that you needn't aim the rays at creatures within 30 feet of each other, that each creature struck catches on fire, and that the rays pierce through enemies. The ray can continue in a straight line to hit creatures and objects behind the original target. The second creature or object struck takes 2d6 points of damage, the third takes 1d6, and the fourth takes none (but still catches on fire). The ray stops after striking four targets. If you miss a target, the ray keeps going and the damage isn't reduced for the next target. For example, if you hit the first target, miss the second, and hit the third, the third target takes 2d6 points of damage, not 1d6. You can elect to miss certain targets on purpose.

    Impassable Hand (Elite Interposing Hand)
    Level: * E5
    You create a giant hand which blocks enemy attacks

    This spell works just like interposing hand except that it is colossal in size, that its strength score is 56, that its AC is 30 (-8 size, +13 natural, +15 deflection), that it has double your normal hit point total and that it provides total cover against the enemy. Disintegrating the hand only deals normal damage to it.

    *At time of writing, no-one knows or can learn impassable hand. However, it is included as multiple other spells reference it.

    Incantation of the Thunderbolt (Elite Call Lightning)
    Level: Leveller E3
    You call a lightning storm whose whims extend beyond your vision.

    This spell works just like call lightning except that each bolt of lightning is twice as long, any creature struck by a bolt of lightning Catches on Fire, and you do not need line of sight or line of effect to a location which you wish to strike with a lightning bolt. Further, you do not need to spend a standard action to call down a lightning bolt.

    Elite spells like incantation of the thunderbolt are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Incantation of the Thunderstorm (Elite Call Lightning Storm)
    Level: Leveller E5
    You call down a powerful lightning storm.

    Incantation of the thunderstorm works just like incantation of the thunderbolt except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

    Inferno Blade (Elite Flame Blade)
    Level: Leveller E2
    You create a giant blast of fire from your hand.

    This spell works a lot like flame blade, but you are considered proficient with the weapon no matter what and the damage is 2d8+1/level (maximum 2d8+20). Any creature struck by the blade Catches on Fire. The spell still doesn't function properly underwater, but you create a blast of scalding bubbles which deals the original damage of flame blade instead.

    Insect Storm (Elite Insect Plague)
    Level: Leveller E5
    You send a wave of locusts to attack your enemies.

    Insect storm works like insect plague except that the swarms move at your behest and are mantis swarms:

    Mantis Swarm (Elite Locust Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 23 (+4 size, +7 Dex +2 Competence), touch 23, flat-footed 16
    Base Attack/Grapple: +4/—
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, elite creature
    Saves: Fort +6, Ref +9, Will +3
    Abilities: Str 6, Dex 24, Con 12, Int Ø, Wis 12, Cha 2
    Skills: Listen +5, Spot +5
    Feats:
    Environment: Temperate plains
    Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction
    Because the DC is constitution-based, it's 14 instead of 12.
    Last edited by Jormengand; 2017-11-20 at 02:57 PM.