| Post/Author/DateTime | Post |
|---|---|
| EternalSeeker10-20-05, 08:38 PM | Ok I had an idea for a wizard of 11th lvl for a campaign I'm about to be playing in, and I wanted him to use a lot of air spells. My porblem is that I can't find any decent attack spells for him my dm said I could find spells outside of the core 3.0 books, but they have to be oked by him. I've also come up with a cool spell, but i don't know how to really go about creating it. The spell would be 3rd, or 4th lvl, evoc/conj "not sure which," and would require a ranged touch attack. The affect would be your target gets hacked by a razorsharp blade of air it would be "invisable" because you can't see air. Any suggestions would be helpful. Thanks in advance |
| Jaid10-20-05, 08:42 PM | how about lightning spells? |
| EternalSeeker10-20-05, 08:51 PM | i had considered them but as one of my friends just recently played a sorcerer in our last quest that used lightning bolt, and other electic spells almost exclusivly. |
| BeyondFated10-20-05, 09:38 PM | There aren't that many wind related spells that I can remember. Wind Walk, Wind Wall, Gust of Wind, and Defestrating Sphere (I horribly botched the spelling, its in Complete Arcane though) are the only ones that I can think of. If you want my advice, work with your DM to develop more wind spells, or prepare to cast alot of Gust of Wind. |
| strumbleduck10-20-05, 10:36 PM | Here's a bunch I just made up: Air Blast Evocation [Air] Level: Sorcerer/Wizard 1 Components: V,S Casting Time: One standard action Range: 15 ft. Area: Cone-shape burst Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A blast of air shoots from your hands. Any creature caught in the area must succeed at a Fortitude save or fall prone. Cyclone Conjuration (Creation) [Air] Level: Sorcerer/Wizard 2 Components: V,S,F Casting Time: One standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius cyclone, 40 feet tall Duration: 1 min./level Saving Throw: Fortitude negates; see text Spell Resistance: No This spell creates a stationary cyclone of raging wind. Everyone caught in the area when the spell is cast must make a Fortitude save or fall prone. Any prone creature in the area of the cyclone can attempt to stand as a full-round action by succeeding at a DC 15 Strength check. Alternatively, a prone creature may crawl 5 feet through the area of the cyclone as a full-round action. It can be difficult to move through the area of the cyclone. Creatures wishing to do so must must make a Strength check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10, with a minimum of 5 feet of movement per round. Casting a spell while caught in the cyclone requires a Concentration check (DC 20 + spell level). Listen checks made within the area of the cyclone receive a -8 penalty. The cyclone extinguishes all flames within its area, and ranged attacks out of, into, or through the area of the cyclone are impossible. Focus A small whistle. Tornado Evocation [Air] Level: Sorcerer/Wizard 3 Components: V,S Casting Time: One standard action Range: Long (400 ft. + 40 ft./level) Area: Cyclone 20 ft. wide at base, 60 ft. wide at top, and 60 ft. tall Duration: 1 round Saving Throw: Fortitude negates Spell Resistance: Yes This spell creates a powerful funnel of wind. Any creatures caught in the area must make a Fortitude save or be sucked into the funnel and whirled around for 1 round. Creatures who fail their saving throw take 3d6 points of nonlethal damage and can take no actions for 1 round. At the end of the round, such creatures are expelled violently from the tornado, causing 3d6 points of bludgeoning damage. Any creature who enters the area of the tornado must make a Fortitude save or be subject to its effects. However, such creatures receive a +4 bonus to their saving throw. The tornado extinguishes all flames within its area, and ranged attacks out of, into, or through the area of the tornado are impossible. In addition, you might want to convince your DM to add the following monsters from the summon nature's ally list to the summon montser list. This should make your summoning better than a typical wizard (but not as good as a druid): 2nd level Small Air Elemental 4th level Medium Air Elemental Juvenile Arrowhawk 5th level Large Air Elemental Adult Arrowhawk 6th level Huge Air Elemental 7th level Greater Air Elemental Elder Arrowhawk Djinni (genie) Invisible Stalker 9th level Elder Air Elemental Other possible creatures to summon: Ice and Smoke paraelementals from the manual of the planes. I think it would be reasonable to summon air mephits, dust mephits, and ice mephits using summon monster III. I also think it would be reasonable to summon "air element creatures" (see the template in manual of the planes) instead of celestial creatures using the summon montser spell. You should also have access to all the spells in the cleric air domain. Also take a look at "Defenstrating Sphere" in Complete Arcane. |
| strumbleduck10-20-05, 11:04 PM | Gust of Wind, Greater Evocation [Air] Level: Drd 5, Sorcerer/Wizard 5 Range: 60 feet Duration: Concentration, up to 1 round/level Effect: Cone-shaped gust of hurricane-force wind emanating out from you to the extreme of the range. This spell is similar to gust of wind, but the wind is stronger (approximately 100 mph). Any Medium or smaller creature on the ground is knocked down and rolled 1d4x10 feet per round, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Medium or smaller creature is blown back 2d6x10 feet per round and takes 2d6 points of nonlethal damage due to battering and buffeting. Large creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet per round. Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet per round. Gargantuan or larger creatures may move normally within the area of the spell. Any creature takes a -8 penalty to Listen checks in the area of a gust of wind. Ranged attacks into, out of, or through the area are impossible. |
| pmurray@bigpond.com10-20-05, 11:59 PM | How about a suffocate spell (affects creatures as per the rules for drowning)? Or one that creates a vaccum around a victim, and thereby makes their eyeballs explode as per "Total Recall"? Hmm ... that would be the "Air + Negative Energy" spells. Air+positive energy is lightning, air+water is ice ... what's air+fire? Blast of Searing Wind (think paint stripper)? |
| cwslyclgh10-21-05, 01:28 AM | some of the spells in sandstorm might be useful as air themed spells Storm mote (Sor/wiz 3) and flaywind burst (Sor/wiz 5) spring to mind. from Stormwrack we have favorable wind (Sor/wiz 3) and the reprint of that 1e classic airy water (Sor/Wiz 5) although admitably niether of those are attack spells. Frostburn has thin air (Sor/Wiz 3) and boreal wind (Sor/wiz 5)... hmmm... air related spells and 3rd and 5th level, seems to be a pattern in the invornement books. |
| EternalSeeker10-23-05, 01:50 AM | thanks for the ideas. I'm thinking to get some attack spells I'll talk to my DM about changing the energy type. Also looking at the elemental salvant electricity is allied with air so I could also use that |
| pmurray@bigpond.com10-23-05, 08:57 AM | It occours to me that any sort of sonic damage might reasonably be taken as part of the Air domain. |
| EternalSeeker10-23-05, 04:34 PM | it might be. dose anyone know if it is? |
| cwslyclgh10-23-05, 04:44 PM | techincally no, the energy type of electricity is linked to the element of air in WotCese... however, even a spell which cause sonic damage due to a thunder type roar would be perfectly in flavor for an "air mage" even if it is not technically an "air" spell. |
| EternalSeeker10-23-05, 05:29 PM | that sounds like it could add to the character if my dm allows me use Resonating Bolt from CA |
| Jayr10-23-05, 09:22 PM | Level: Sorcerer/Wizard 1 A blast of air shoots from your hands. Any creature caught in the area must succeed at a Fortitude save or fall prone.A 1st-level spell creating a blast of wind that knocks a foe down appears to be fine-- until a shrewd player starts using it to knock powerful opponents off the edges of cliffs. :D |