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  1. - Top - End - #1
    Titan in the Playground
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    Default [Spells] Channeling, Blades, Fear, and Firebolts

    Channeled Defensive Aura
    Conjuration (Creation) [Force]
    Level: Cleric 2, Duskblade 3, Paladin 2, Sorceror/Wizard 2
    Components: V, F
    Casting Time: See text
    Range: Personal or touch (see text)
    Target: You or touched creature (see text)
    Duration: See text
    Saving Throw: None; harmless
    Spell Resistance: No

    You focus for a moment and utter a word, and a shield of force surrounds you and your allies. As you maintain your concentration, the spell grows stronger.

    This spell improves your defenses, whether personally or for your allies. The magnitude of your defenses depends on the amount of time you spend casting the spell.

    If you cast this spell as a swift action, this spell can only affect you. You gain a +2 armor bonus to AC for 1 round for every two caster levels.

    If you cast this spell as a standard action, this spell can affect any touched creature. The touched creature and any allies it has within 5 feet gain a +3 armor bonus to AC for 1 round per caster level.

    If you cast this spell as a full-round action, this spell can affect any touched creature. The touched creature and any allies it has within 15 feet gain a +4 armor bonus to AC for 1 round per caster level.

    If you take two rounds casting this spell, this spell can affect any touched creature. The touched creature and any allies is has within 25 feet gain a +5 armor bonus to AC for 1 round per caster level.

    The spell's duration does not begin until you finish casting the spell. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

    Focus: A piece of cured leather.

    Channeled Enervating Burst
    Necromancy
    Level: Sorceror/Wizard 5
    Components: V, S
    Casting Time: See text
    Range: See text
    Target: Area: Burst; see text
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You mumble dark words and move your hands in a hypnotic pattern. A burst of negative energy emanates from you, weakening all it touches.

    This spell weakens all creatures caught within its burst radius. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.

    If you cast this spell as a swift action, it has a range of touch, and your touch attack causes a single touched creature to take a penalty to Strength equal to 1d4 points, plus one point per four caster levels (maximum +5).

    If you cast this spell as a standard action, it has a burst radius centered on you of 10', and all creatures in the area besides you take a penalty to Strength equal to 1d4 points, plus one point per three caster levels (maximum +5).

    If you cast this spell as a full-round action, it has a burst radius centered on you of 20', and all creatures in the area besides you take a penalty to Strength equal to 1d6 points, plus one point per two caster levels (maximum +5).

    If you take two rounds to cast this spell, it has a burst radius centered on you of 30', and all creatures in the area besides you take a penalty to Strength equal to 1d8 points, plus one point per caster level (maximum +10).

    The spell's duration does not begin until you finish casting the spell. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

    Channeled Fireburst
    Conjuration (Creation) [Fire]
    Level: Fire 4, Druid 4, Sorceror/Wizard 4
    Components: V, S
    Casting Time: See text
    Range: See text
    Area: Burst; see text
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    You focus for a moment and utter a word, and a ball of fire begins gathering over your head. The longer you concentrate, the larger the fireball gets. Finally, you mentally let go, and the fireball explodes outwards, wreathing you in fire.

    This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell.

    If you cast this spell as a swift action, it deals 1d4 fire damage per caster level (maximum 3d4) to all creatures within 5' of you, excluding yourself. A successful reflex save reduces this damage to half.

    If you cast this spell as a standard action, it deals 1d6 fire damage per caster level (maximum 5d6) to all creatures within 10' of you, excluding yourself. A successful reflex save reduces this damage to half.

    If you cast this spell as a full-round action, it deals 1d6 fire damage per caster level (maximum 10d6) to all creatures within 15' of you, excluding yourself. A successful reflex save reduces this damage to half.

    If you spend two rounds casting this spell, it deals 1d8 fire damage per caster level (maximum 15d8) to all creatures within 25' of you, excluding yourself. A successful Reflex save reduces this damage to half.

    You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

    Rutaus' Blazing Salvo
    Conjuration/Evocation (Creation) [Fire]
    Level: Bard 3, Sorceror/Wizard 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: 1 creature/level
    Duration: Instantaneous
    Saving Throw: Reflex negates
    Spell Resistance: Partial; see text

    You gesture and yell a primal scream. A number of small firebolts shoot in all directions, striking a number of your opponents.

    You shoot a number of small flaming rocks (akin to tiny meteors) in all directions. You summon a number of projectiles equal to your caster level and shoot them in all directions. Each one can target one creature, and more than one can target one opponent. These flaming rocks deal 1d4 fire damage per level (maximum 10d4) in addition to 1d6 bludgeoning damage. A successful Reflex saving throw negates all the damage. If you fail to overcome the target's spell resistance, it still deals the bludgeoning damage. If you fire multiple rocks at a single target, it receives a save for each rock, and you must overcome spell resistance for each rock.

    Material component: A pinch of saltpeter.

    Rutaus' Solitaire
    Conjuration/Evocation (Creation) [Fire]
    Level: Bard 5, Sorceror/Wizard 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Partial; see text

    You point and roar a primal yell. A large firebolt shoots out of your fingers and streaks towards its target, flames trailing in its wake.

    The next step up from Rutaus' Blazing Salvo, this spell is intended for a single target. You fire a single large flaming rock towards your opponent, dealing 1d6 fire damage per level (maximum 15d6) and 1d4 bludgeoning damage per two levels (maximum 10d4). A successful Reflex saving throw halves the damage. If you fail to overcome the target's spell resistance, it still deals the bludgeoning damage, though the target still receives a saving throw to halve the bludgeoning damage.

    Material component: A piece of pumice

    Rutaus' Subtle Threat
    Enchantment (Compulsion) [Mind-Affecting, Fear]
    Level: Bard 2, Sorceror/Wizard 2
    Components: V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You speak quiet words to your opponent, and his eyes widen in terror at your words.

    You threaten your opponent and they are overcome with fear. A creature of 4 HD or less is panicked for the duration of the spell. Creatures between 4 HD and 8 HD become frightened for the duration of the spell. Creatures with more than 8 HD become shaken for the duration of the spell. Any creature that saves against the spell is unaffected.

    Sophitia's Silver Burst
    Evocation
    Level: Cleric 5, Paladin 4, Sorceror/Wizard 5, Animal 4
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Personal
    Effect: 15' radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You snap your fingers and mumble a few words of power. A flash of silver light bursts from over your head. The lycanthropes surrounding you recoil in horror, and a few collapse and return to their normal forms.

    This spell deals 1d6 points of subdual damage per caster level (maximum 15d6) to any creature not in its natural form within the burst radius. This includes lycanthropes, doppelgangers, and creatures under the effects of a polymorph spell, but not druids in wild shape. In addition, all creatures in the radius must make a Fortitude save or revert to their natural form.

    Arcane Focus: A silver coin.

    Sophitia's Silver Grasp
    Evocation
    Level: Cleric 3, Duskblade 2, Paladin 2, Sorceror/Wizard 3, Animal 2
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You speak sharply and your hand becomes wreathed in glowing silver light. You grab the doppelganger in front of you, and it screams in agony and shifts to its natural form.

    By touching a creature, this spell deals 1d6 points of subdual damage per caster level (maximum 5d6) as long as the creature is not in its natural form. This includes lycanthropes, doppelgangers, and creatures under the effects of a polymorph spell, but not druids in wild shape. In addition, the creature must make a Fortitude save or revert to its natural form.

    Arcane Focus: A silver coin.

    Sophitia's Silver Ray
    Evocation
    Level: Cleric 4, Paladin 3, Sorceror/Wizard 4, Animal 3
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 caster levels)
    Effect: Ray
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    You point your finger at the werewolf and a ray of silver light shoots from your fingers. The werewolf roars in fury and collapses, melting back into his human form.

    This spell deals 1d6 points of subdual damage per caster level (maximum 10d6) to any creature not in its natural form. This includes lycanthropes, doppelgangers, and creatures under the effects of a polymorph spell, but not druids in wild shape. In addition, the creature must make a Fortitude save or revert to its natural form.

    Arcane Focus: A silver coin.

    Vormav's Crushing Grasp
    Evocation [Force]
    Level: Duskblade 1
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You speak a word and your hand becomes wreathed in glowing energy. You touch your opponent and the force courses downwards into them. You hear the crack of bones as the energy courses through them.

    Your successful melee touch attack deals 1d6 points of force damage. For each three caster levels you possess, the force lasts for another round, dealing another 1d6 points of force damage.

    Vormav's Greater Forceknife
    Evocation [Force]
    Level: Bard 4, Duskblade 4, Sorceror/Wizard 5
    Components: V, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: none; harmless
    Spell Resistance: No

    You speak a word and grip a shard of metal in your hand and a blade of force springs into being extending from your fist.

    By gripping the focus of this spell (a piece of metal), you can will a blade of force into being. This blade deals damage as a longsword of appropriate size and automatically overcomes damage reduction. You are automatically considered proficient with this weapon, regardless of the weapon proficiencies you possess. Unlike [/i]Vormav's forceknife[/i], this forceknife gains a +1 enchantment bonus for each three caster levels you possess.

    A Duskblade can channel spells using his Arcane Channeling ability through the forceknife as normal, and spells that improve weapons (such as magic weapon) affect the forceknife as normal.

    Occasionally, people who use this ability are confused for Soulknives.

    Focus: a piece of metal.

    Vormav's Forceknife
    Evocation [Force]
    Level: Bard 2, Duskblade 2, Sorceror/Wizard 3
    Components: V, F
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 minute/level
    Saving Throw: None; harmless
    Spell Resistance: No

    You speak a word and grip a shard of metal in your hand and a blade of force springs into being extending from your fist.

    By gripping the focus of this spell (a piece of metal), you can will a blade of force into being. This blade deals damage as a shortsword of appropriate size and automatically overcomes damage reduction. You are automatically considered proficient with this weapon, regardless of the weapon proficiencies you possess. It is otherwise normal.

    A Duskblade can channel spells using his Arcane Channeling ability through the forceknife as normal, and spells that improve weapons (such as magic weapon) affect the forceknife as normal.

    Occasionally, people who use this ability are confused for Soulknives.

    Focus: a piece of metal.

  2. - Top - End - #2
    Halfling in the Playground
     
    Lord_Arkaine's Avatar

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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Defensive Aura seems too much. The cleric can easily afford two rounds for a buff spell that lasts minutes. You could make it slightly better than an equivalent level spell at the two round mark (equal at the full round) while offering the larger radius.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Remember, it's an armor bonus, so it won't stack with the paladin's full plate.

  4. - Top - End - #4
    Halfling in the Playground
     
    Lord_Arkaine's Avatar

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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Even so, you just gave everyone in the party platemail. And since it's an armor bonus, it does stack with every OTHER kind of buff.

    Rogues and Sorcerers with Platemail...

  5. - Top - End - #5
    Titan in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    What if I made it a deflection bonus instead?

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    Bugbear in the Playground
     
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Good stuff, all of it. I love the charge-up theme of the earlier spells, it seems so much more realistic than being able to do something quicker with equal results, and I can definately see a wizard building up a fireball for twelve seconds in order to blast someone to cinders.

    Just so you know, you made a slight error on Vormav's greater forceknife putting in the italic brackets.
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    Titan in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Quote Originally Posted by Eighth_Seraph
    Good stuff, all of it. I love the charge-up theme of the earlier spells, it seems so much more realistic than being able to do something quicker with equal results, and I can definately see a wizard building up a fireball for twelve seconds in order to blast someone to cinders.

    Just so you know, you made a slight error on Vormav's greater forceknife putting in the italic brackets.
    Fixededed.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Changed Channeled Defensive Aura to +2/+3/+4/+5 instead of +2/+3/+5/+7, and lowered the duration from minutes to rounds.

  9. - Top - End - #9
    Ettin in the Playground
     
    GreenSorcererElf

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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    I like em, but the blazing salvo needs some clarification: the way it is now it seems to imply that you could deal 1d4*CL*CL damage to one creature. Or maybe I'm reading it reeaally weird. I don't know. Help please?
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  10. - Top - End - #10
    Bugbear in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    What happens if someone quickens one of the channeling spells?

  11. - Top - End - #11
    Titan in the Playground
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    Default Re: [Spells] Channeling, Blades, Fear, and Firebol

    Quote Originally Posted by Psionic Devotee
    What happens if someone quickens one of the channeling spells?
    Er, nothing. See the PHB-II for rules on channeled spells.

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