JackTheTripper
2009-05-31, 11:25 PM
Ray of Unmaking
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
With the flick of a wrist, you fire a disruptive beam of energy at a target. You must succeed on a ranged touch attack for this spell to function. The target of this spell takes 1d10/caster level (max 35d10) points of force damage. If the target is reduced to 0 hitpoints or lower by this spell, they are reduced to a fine powder, and their soul is partially destroyed as well. Most methods of resurrection only has a 10% chance of success, True Resurrection, Reality Revision and Wish have a 50% chance of success, and Miracle is the lone spell by which a being destroyed by Ray of Unmaking can be brought back to life with a 100% chance of success.
Creatures such as golems that are immune to spells allowing spell resistance are treated as if they have spell resistance 10+1/2 their hit dice + their Charisma modifier.
The caster of this spell takes slight recoil damage from casting this spell equal to their caster level (force damage). If this reduces them to 0 hitpoints or fewer, they suffer the same ill effects as being destroyed by a Disintegrate Spell (though not as if they were destroyed by Ray of Unmaking).
Compare: Meteor Swarm, Disintegrate, Horrid Wilting, and/or Wish.
[hr]
Needling Rays
Evocation
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2 Rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You call forth two tiny needles of force to pierce your foes. You may fire 2 rays. Each ray requires a ranged touch attack to hit and deals 1 point of piercing damage.
The rays may be fired at the same or different targets, but all bolts must fired simultaneously.
Material component: A grain of crushed glass or crystal.
Just an alternative to Ray of Frost.
[hr]
Jack's Vengeful Stab
Evocation [Force, Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A piercing ray of magic comprised of both electrical and magical energy springs forth from your hand, cutting down foes corporeal and otherwise. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of force damage for every even level the caster has reached (max 5d6), and 1d6 points of electrical damage for every odd level the caster has reached (max 5d6). For example, a fifth-level caster would deal 2d6 points of force damage for having reached second and fourth levels, and 3d6 points of electrical damage for having reached first, third, and fifth level.
Material Component: A topaz crystal worth at least 50 gp engraved with the caster's name.
Compare: Fireball, Scorching Ray.
[hr]
Ray of Overload
Conjuration [Death]
Level: Sor/Wiz 4
Components: V, S, M, DF
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fort partial; see text
Spell Resistance: Yes
Your foe is struck by a brilliant ray of bright white energy. A sense of rest and power comes over them for a moment, quickly replaced by a nauseous feeling as every cell in their body is flooded with energy, sending them into overdrive and burning them out.
If the caster succeeds on a ranged touch attack against a targeted foe, that foe becomes overloaded with positive energy, giving it 2d6/caster level temporary hitpoints (these hitpoints are lost at the rate of 14 hitpoints/round). If after casting this spell, the foe has enough temporary hitpoints (including from other spells) to equal or exceed its normal maximum number of hitpoints, it must make a Fortitude save or die. Regardless of whether they succeed on the save, or whether they are even forced to make the save, a foe struck by this ray becomes fatigued.
Material component: A few drops of holy water and a paper mobius strip.
My attempt at emulating the Positive Energy Plane in ray form. Somehow it went horridly wrong. :frown:
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
With the flick of a wrist, you fire a disruptive beam of energy at a target. You must succeed on a ranged touch attack for this spell to function. The target of this spell takes 1d10/caster level (max 35d10) points of force damage. If the target is reduced to 0 hitpoints or lower by this spell, they are reduced to a fine powder, and their soul is partially destroyed as well. Most methods of resurrection only has a 10% chance of success, True Resurrection, Reality Revision and Wish have a 50% chance of success, and Miracle is the lone spell by which a being destroyed by Ray of Unmaking can be brought back to life with a 100% chance of success.
Creatures such as golems that are immune to spells allowing spell resistance are treated as if they have spell resistance 10+1/2 their hit dice + their Charisma modifier.
The caster of this spell takes slight recoil damage from casting this spell equal to their caster level (force damage). If this reduces them to 0 hitpoints or fewer, they suffer the same ill effects as being destroyed by a Disintegrate Spell (though not as if they were destroyed by Ray of Unmaking).
Compare: Meteor Swarm, Disintegrate, Horrid Wilting, and/or Wish.
[hr]
Needling Rays
Evocation
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2 Rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You call forth two tiny needles of force to pierce your foes. You may fire 2 rays. Each ray requires a ranged touch attack to hit and deals 1 point of piercing damage.
The rays may be fired at the same or different targets, but all bolts must fired simultaneously.
Material component: A grain of crushed glass or crystal.
Just an alternative to Ray of Frost.
[hr]
Jack's Vengeful Stab
Evocation [Force, Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A piercing ray of magic comprised of both electrical and magical energy springs forth from your hand, cutting down foes corporeal and otherwise. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of force damage for every even level the caster has reached (max 5d6), and 1d6 points of electrical damage for every odd level the caster has reached (max 5d6). For example, a fifth-level caster would deal 2d6 points of force damage for having reached second and fourth levels, and 3d6 points of electrical damage for having reached first, third, and fifth level.
Material Component: A topaz crystal worth at least 50 gp engraved with the caster's name.
Compare: Fireball, Scorching Ray.
[hr]
Ray of Overload
Conjuration [Death]
Level: Sor/Wiz 4
Components: V, S, M, DF
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fort partial; see text
Spell Resistance: Yes
Your foe is struck by a brilliant ray of bright white energy. A sense of rest and power comes over them for a moment, quickly replaced by a nauseous feeling as every cell in their body is flooded with energy, sending them into overdrive and burning them out.
If the caster succeeds on a ranged touch attack against a targeted foe, that foe becomes overloaded with positive energy, giving it 2d6/caster level temporary hitpoints (these hitpoints are lost at the rate of 14 hitpoints/round). If after casting this spell, the foe has enough temporary hitpoints (including from other spells) to equal or exceed its normal maximum number of hitpoints, it must make a Fortitude save or die. Regardless of whether they succeed on the save, or whether they are even forced to make the save, a foe struck by this ray becomes fatigued.
Material component: A few drops of holy water and a paper mobius strip.
My attempt at emulating the Positive Energy Plane in ray form. Somehow it went horridly wrong. :frown: