Dalcassius
2006-04-21, 08:16 PM
I was mulling over the Distilled Joy and Liquid Pain spells in my mind when I thought that neutral versions of those would be neat and/or handy. So here they are.
Draught of Earth
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Earth Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of earth. Immediately after ripping open in midair the fracture begins to leak a clear viscous fluid; The pure essence of the element of earth. Touching the Earth Essence unprotected causes 4d6 acid damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The fluid is a permanent substance and remains so until used in some fashion.
Many casters use Earth Essence as an optional material component. Using it as such increases the caster level of any spell with the earth subtype by +2. This does not stack with other uses of Draught of Earth, Earth Essence or other bonuses to effective caster level. Earth Essence can also be used in the creation of magic items. Any time Earth Essence is used to create a magic item that has ties to the elemental plane of earth (ei. an elemental gem, stone salve, staff of earth and stone, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Draught of Air
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Air Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of air. Immediately after ripping open in midair the fracture begins to leak a clear viscous fluid; The pure essence of the element of air. Touching the Air Essence unprotected causes 4d6 electricity damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The fluid is a permanent substance and remains so until used in some fashion.
Many casters use Air Essence as an optional material component. Using it as such increases the caster level of any spell with the air subtype by +2. This does not stack with other uses of Draught of Air, Air Essence or other bonuses to effective caster level. Air Essence can also be used in the creation of magic items. Any time Air Essence is used to create a magic item that has ties to the elemental plane of air (ei. an elemental gem, boots of air walking, scroll of chain lightning, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount and type of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Shards of Fire
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Fire Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of fire. Immediately after ripping open in midair the fracture begins to leak clear tiny shards of crystal much like ground up glass; The pure essence of the element of fire. Touching the Fire Essence unprotected causes 4d6 fire damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The shards are a permanent substance and remains so until used in some fashion.
Many casters use Fire Essence as an optional material component. Using it as such increases the caster level of any spell with the fire subtype by +2. This does not stack with other uses of Shards of Fire, Fire Essence or other bonuses to effective caster level. Fire Essence can also be used in the creation of magic items. Any time Fire Essence is used to create a magic item that has ties to the elemental plane of fire (ei. an elemental gem, elixir of fire breath, necklace of fireballs, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Shards of Water
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Water Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of water. Immediately after ripping open in midair the fracture begins to leak clear tiny shards of crystal much like ground up glass; The pure essence of the element of water. Touching the Water Essence unprotected causes 4d6 cold damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The shards are a permanent substance and remains so until used in some fashion.
Many casters use Water Essence as an optional material component. Using it as such increases the caster level of any spell with the water subtype by +2. This does not stack with other uses of Draught of Water, Water Essence or other bonuses to effective caster level. Water Essence can also be used in the creation of magic items. Any time Water Essence is used to create a magic item that has ties to the elemental plane of water (ei. an elemental gem, horn of fog, pearl of the sirines, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount and type of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
I know that Distilled Joy and Liquid Pain are both Transmutation spells, but I thought these would still qualify for Conjuration.
So what do people think? Worth putting into a game?
Draught of Earth
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Earth Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of earth. Immediately after ripping open in midair the fracture begins to leak a clear viscous fluid; The pure essence of the element of earth. Touching the Earth Essence unprotected causes 4d6 acid damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The fluid is a permanent substance and remains so until used in some fashion.
Many casters use Earth Essence as an optional material component. Using it as such increases the caster level of any spell with the earth subtype by +2. This does not stack with other uses of Draught of Earth, Earth Essence or other bonuses to effective caster level. Earth Essence can also be used in the creation of magic items. Any time Earth Essence is used to create a magic item that has ties to the elemental plane of earth (ei. an elemental gem, stone salve, staff of earth and stone, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Draught of Air
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Air Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of air. Immediately after ripping open in midair the fracture begins to leak a clear viscous fluid; The pure essence of the element of air. Touching the Air Essence unprotected causes 4d6 electricity damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The fluid is a permanent substance and remains so until used in some fashion.
Many casters use Air Essence as an optional material component. Using it as such increases the caster level of any spell with the air subtype by +2. This does not stack with other uses of Draught of Air, Air Essence or other bonuses to effective caster level. Air Essence can also be used in the creation of magic items. Any time Air Essence is used to create a magic item that has ties to the elemental plane of air (ei. an elemental gem, boots of air walking, scroll of chain lightning, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount and type of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Shards of Fire
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Fire Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of fire. Immediately after ripping open in midair the fracture begins to leak clear tiny shards of crystal much like ground up glass; The pure essence of the element of fire. Touching the Fire Essence unprotected causes 4d6 fire damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The shards are a permanent substance and remains so until used in some fashion.
Many casters use Fire Essence as an optional material component. Using it as such increases the caster level of any spell with the fire subtype by +2. This does not stack with other uses of Shards of Fire, Fire Essence or other bonuses to effective caster level. Fire Essence can also be used in the creation of magic items. Any time Fire Essence is used to create a magic item that has ties to the elemental plane of fire (ei. an elemental gem, elixir of fire breath, necklace of fireballs, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
Shards of Water
Conjuration
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 day
Range: see text.
Effect: One dose of Water Essence.
Duration: 1 round/Permanent
Saving Throw: N/A
Spell Resistance: N/A
The casting of this spell causes a small, temporary, one way (from the elemental plane only) fracture in the fabric of the planes in the square directly in front of the caster. The fracture is little more than a foot long and a scant inch or more wide. Looking through you see a glimpse of a small portion of the elemental plane of water. Immediately after ripping open in midair the fracture begins to leak clear tiny shards of crystal much like ground up glass; The pure essence of the element of water. Touching the Water Essence unprotected causes 4d6 cold damage. One dose is drawn through the fracture. The dose is useless if not collected into a glass vial for safe keeping. After a full round the fracture seals itself. The shards are a permanent substance and remains so until used in some fashion.
Many casters use Water Essence as an optional material component. Using it as such increases the caster level of any spell with the water subtype by +2. This does not stack with other uses of Draught of Water, Water Essence or other bonuses to effective caster level. Water Essence can also be used in the creation of magic items. Any time Water Essence is used to create a magic item that has ties to the elemental plane of water (ei. an elemental gem, horn of fog, pearl of the sirines, etc.) each dose used acts as 4 experience points. If used in conjuntion with the alchemy skill, various items could be crafted. For example, a grenade like weapon filled with one dose would do the appropriate amount and type of damage. Increasing the number of doses also increase the damage.
Casters should always take precaustions when casting this spell as most residents of the Elemental Planes are not fond of its essence being stolen.
I know that Distilled Joy and Liquid Pain are both Transmutation spells, but I thought these would still qualify for Conjuration.
So what do people think? Worth putting into a game?