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| Voldar_Mecorthio05-15-06, 08:23 PM | Okay, here are some new spells I created. The number in front of the name is the spell level. Do you like them? 7 Blood Ray- Ranged touch attack. Does 1d6 per caster level, max 15d6, negative energy Damage, and the caster heals ¾ of the damage dealt. When this spell is cast the caster takes 1 point of temporary Con damage, as this spell creates a ray of the caster’s own blood. A fortitude save negates the damage but the caster looses the Con points even if the spell misses or the save is succeeded. By concentrating (a standard action) the caster may continue the spell for 1 additional round per 2 caster levels, sustaining 1 additional point of Con damage every other round and allowing a new save at the same DC. A failed save means the target takes more damage (healing the caster) and a succeeded save means the spell ends. 8 Freezing Bolt- Ranged touch attack. Does 1d6 per caster level cold damage, max 20d6. No save against damage, but a failed Fortitude save means the target is encased in ice, considered helpless, for 2d4 rounds plus 1 round per 3 caster levels. Every round the target is trapped he takes cold damage equal to half the initial damage dealt. Attacks against the ice prison are allowed, the ice block has 10 hp per caster level of the caster, a hardness of 1 and takes double damage from fire and no damage from cold. The target of the spell cannot attack normally, or cast spells unless they have no somatic component, and the ongoing damage interferes with concentration, requiring a concentration check even if the target has stilled spells. 9 Poison Cloud- Spreads a cloud of poisonous fumes through a 40ft radius spread. All in the sphere of effect (except the caster) take 1d6 acid damage per ¾ caster levels, max 15d6, and must make a fortitude save or be affected by the poison. Those affected take 1d2 temporary damage per two caster levels, max 10d2, to any 3 ability scores that the caster chooses. Like normal poison, 1 minute later each target must make a second save at the same DC or take the same amount of damage to the same abilities as the initial effect. If the caster chooses Constitution as one of the damaged abilities, the minimum level dropped to is 1, that is this spell cannot kill from constitution loss. (Although it is entirely possible that the victim will die from the 15d6 acid damage after having his HP lowered from the Con loss) 8 Supernova- Does 1.5d6 damage per caster level, max 30d6, to all in an 80ft radius. This damage is pure destructive impulse and is not subject to immunities or resistances. A fortitude save halves all damage. Any targets killed by this spell have their bodies completely destroyed beyond any trace of recovery. The only way to resurrect a victim of this spell is with True Resurrection or similar spells that do not require remains. Using this spell is taxing on the caster, and costs 750 xp to execute. 7 Assimilate- One must make a Fortitude save. Success means the target takes 10d6 points of negative energy damage and takes a -2 penalty on all saving throws for 24 hours. Failure means the target dies instantly, his remains and a portion of his soul absorbed by the caster, giving him 5 temporary hit points per hit die of the dead creature, plus a ½ bonus to the caster’s key ability score per hit die of the victim, and if the victim had spells or spell-like abilities the caster gains a plus ¼ bonus to caster level per caster level of the victim. The victim’s possessions are not affected. 9 Pillars of Fire- Creates one pillar of fire per 5 caster levels. These pillars are 10ft by 10ft, and move at 50ft per round. Any creature that comes in contact with a pillar takes 1d6 fire damage per two caster levels, max 10d6. If for any reason a creature remains in contact with a pillar for one full turn he is drawn into the pillar, pulled through the pillar by the swirling flames. A victim drawn into a pillar like this takes 1d10 per 2 caster levels fire damage, max 10d10. By concentrating, the caster can maintain this spell for up to 20 rounds. By merging 2 or more pillars, the caster can increase the damage dealt by the pillar by half what the merged pillar would have dealt, so two 10d6 pillars could be merged into one 15d6 pillar. A max of three pillars can be fused together this way (for a max of 20d6 damage.) The increase in damage dice also applies to d10s for victims that are drawn into the fire. 8 Subterranean Impalers- Sends a small row of spikes through the ground towards a target. The target receives a reflex save to avoid damage, if the victim succeeds by 1-5 he takes half damage, and if he succeeds by 6+ he takes no damage. On a failed save he takes 1d6 points of piercing damage per caster level, max 20d6. As an option, the caster may omit 3d6 and have the spikes bypass any damage reduction, or 6d6 and bypass immunities. By concentrating (a standard action) the caster may redirect the spikes toward a new target every round, or have them attack the same target again. This can continue for up to 5 rounds plus 1 round per caster level. 6 Third Eye- With a successful ranged touch attack the caster implants an invisible sensor in the subject, letting the caster see, hear, smell, and feel everything the subject can. The subject is allowed a will save every 6 hours to be aware of the sensor, but must seek magical methods of removing it even if he is aware of its existence. The duration is 12 hours per caster level. 8 Missile Storm- Fires 1 missile per caster level, max 20. Each missile may be aimed at one target in a 60ft cone, and does 2d4 points of force damage, hitting unerringly. 8 Blitz- This spell is cast as a free action, does 1d6 damage per 2 caster levels, max 10d6, the target must make a fortitude save or be knocked prone, and must make a will save or be stunned for 1d3 rounds and dazed for 1d6 rounds afterward, and even on a failed save the target is dazed for 1d3 rounds. The Xel’Naga used this spell as an initial attack to gain an immediate upper hand, or against fleeing foes to stop their escape. Casting this spell counts as a use of the caster’s Quickened Spell(s). 7 Charge- The next spell cast (not including Epic Spells) is affected as if under the extend, widen, and enlarge spell metamagic feats, has a +1 caster level bonus, and its save DC or any attack roll (if it has either or both) has a +2 bonus. 9 Mind Probe- The target must make a Will save or all his memories, thoughts, and emotions are open to the caster. The caster submits a question, and receives the best possible answer based on the mental information contained in the target. The target falls under a catatonic effect comparable to Temporal Stasis, but it wears off when the spell ends. 7 Supercurse- The target must make a will save or take a -2 penalty on saves, attack and damage rolls, skill, ability, and caster level checks, ability scores, and armor class, and also takes a -1 penalty to caster level if the target has spells or spell-like abilities. This effect is permanent, and can only be removed with Remove Curse or similar effects. 7 Illusionary Panic- This spell creates an illusion of a fearsome monster, often a dragon or abomination, that terrorizes the surrounding area. Since it is an illusion, it can do no real damage but most casters accompany this spell with telekinesis or similar effects to mimic the effects that would have been caused by a real monster. All observers get a will save to disbelieve the illusion upon the illusion first appearing, and again if the illusion has some sort of inconsistency, such as having an arrow shot at it and the arrow passing through it or attacking a group of people and nothing happening. If telekinesis or similar effects are used, the second save is rarely if ever allowed. This spell is usually used as a diversion by the Xel’Naga. 8 Unhindered Movement- The target gains a fly speed of 50ft, with perfect maneuverability. Almost nothing can bock the target’s movement, as he can go through dirt, rock, air, water, or anything else less dense than lead. He cannot pass through magical barriers that are impassable by normal methods. (Such as a wall of force) This spell does not confer in any way the ability to survive in hostile environments, such as inside a wall. 9 Death Ball- The caster creates a sphere of antimatter, a hole in the fabric of the multiverse. The caster must concentrate to maintain the sphere, and doing so is very draining; he must make a will save every round or take 1 point of temporary damage to all mental ability scores, these return to normal 1d4 rounds after Death Ball is ended. The orb behaves in all ways as a Sphere of Annihilation, except that the caster is the only one who can control it, and he never fails a control check. The sphere can be maintained for up to 5 rounds. 7 Shadowblast- fires a stream of pure shadow at the target, who must make a will, fortitude, and reflex save or take the following effects: If he fails his will save, he is surrounded by shadows, alienating him from the light. He is shaken for 2d4 rounds. If he succeeds he is shaken for only one round. If he fails his reflex save he takes 1d6 per 2 caster levels, maximum 15d6, half cold half pure darkness. Success means he takes half damage. If he fails his fortitude save, the shadows poison his eyes, rendering him blind for 1d10 rounds. Success means he is only blind for 1 round. 8 Release Me- Cast without verbal or somatic components; this spell vibrates the caster up to 10 feet through any surface whatsoever. It utilizes any methods available; if astral travel is not available it uses ethereal, shadow, gaseous, or even pure sound, in that order, to transport the caster to safety. For gaseous and sound travel, this spell transforms the caster into gaseous form or into sound waves. Airtight and sound-proof structures can stop these two methods, but unless all methods are neutralized the caster is transported. 9 Suicide- A last ditch effort to take them with you. Kills you, no save, and blasts a 60ft radius. Those within a 20ft radius die instantly, no save allowed, even those immune to death attacks take damage, (your HD x 2) d6 with no save. Beyond 20ft but within a 60ft radius, all must make a save or take the same effect as above, but with the save 5 higher than what would normally be for a spell of this level. While everyone killed by this attack can be resurrected normally, you cannot be resurrected except by True Resurrection, and you are penalized a level even with that. Characters the DM feels are important to the campaign/world are permitted a save against otherwise unavoidable effects. |
| bomaz05-16-06, 03:21 AM | looked at some of them and they seem nice, however please use the standard spell format (look at how it is done in the phb) |