Realms of Chaos
2011-11-17, 07:44 PM
As there has been a recent surge of interest in the evocation school of magic, I thought that I'd dig up the evocation spells that I developed a while ago (I think I was trying to remake magic from scratch but I can't remember :smallconfused:) and see how they hold up (or don't). A good deal of them are based on the mechanics of what I consider to be the best interpretation on blasting out there: psionic blasting.
Wall of Energy
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/level
Saving Throw: Reflex half or Fortitude half; see text
Spell Resistance: No
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet (Reflex half). Anyone attempting to pass through the wall must make a successful saving throw against it to do so and takes 2d6 points of damage +1 point per caster level (maximum +20) whether this saving throw succeeds or fails. If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall and are forced to a side of their choice whether or not they succeed. If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Yup. I’m taking blasting lessons from psionics, which I think got things pretty much down. It allowed people to choose what form of energy they use (but not acid :smallconfused:) and gave them an option to avoid evasion if they used cold damage (I took this further so we don’t end up in the weird and arbitrary situation where every rogue needs cold immunity). Unlike traditional walls of fire and the like, this thing can actually block off travel rather than merely dissuading people from trying. As such, it kind of takes the place of wall of ice/wall of fire/walls of energy in general.
Energy Barrage
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one creature or object/level
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; see text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You release a volley of blasts across the battlefield of the chosen form of energy directly at your targets. Each target takes 1d4 damage/level (maximum 15d4), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). You may not target a single creature or object with more than one blast. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:While the damage here is pretty pathetic, it gives you unparalleled ability to pick off tons of enemies without hitting allies regardless of how the battle is set up. Versatility is good.
Energy Backlash
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Close Range (25 ft. + 5 ft./ 2 levels); see text
Target: You and creature or object attacking you; see text
Duration: 1 minute/level or until expended (D)
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Whenever you are attacked, you send out an arc of the chosen energy to assault your attacker. To be subjected to this counterattack, you must be aware of the attack, must possess a line of sight and effect with the attacker, and the attacker must be within close range. If the attack against you missed or otherwise failed, the retort only deals 1d4 damage/level (maximum 10d4). If the attack against you hit or succeeded, however, it instead deals 1d8 damage/level (maximum 10d8). After releasing a number of retorts equal to your caster level, the spell is expended. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:While it may seem absurd to say “or object attacking you” (what, would this hit a trap?), the language was taken from the psionic power Energy Retort and is kind of needed so that you can target undead/constructs and get over the entire “immune to fortitude saves” thing if you choose to go with fortitude saves. This is the first of a few low-level “defensive evocations”.
Energy Missile
Evocation [See Text]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You may make a ranged touch attack against a single creature or object using a missile formed from this form of energy. If the attack hits, the target takes 1d4 damage/level (maximum 15d4) of the chosen form of energy damage. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now we start the first of 8 spell chains in this post. This ability is pretty straightforward. Aim, shoot, and hurt while avoiding saving throws altogether.
Greater Energy Missile
Evocation [See Text]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions much as Energy Missile, save that it deals 1d6 damage/level (maximum 20d6) and ignores any cover less than total cover and any concealment less than total concealment.
Notes:Continuing the feat chain, we get better damage and better range, enough to make it usable in fights against singular opponents. Still pretty much polar ray, though with its range multiplied by 16.
Superior Energy Missile
Evocation [See Text]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: 1,000 ft. + 100 ft./ level
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions much as Energy Missile, save that it deal 1d8 damage/level (maximum 25d8) and requires no attack roll to hit, instead striking the target automatically so long as they possess less than total cover and less than total concealment.
Notes:And now the chain comes to a conclusion. First of all, the range of this spell is pretty much unparalleled among combat effects. Secondly, no more attack rolls. This is your new magic energy missile of death. Not too powerful but far more reliable than most powerful techniques.
Energy Touch
Evocation [See Text]
Level: Drd 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Within the next round, you can make a melee touch attack against a single foe. If the attack hits, the target takes 5 damage/level (maximum 50 damage) of the selected form of energy damage and is knocked back 5 feet/level (firmly secured objects aren’t moved in this way). If the target succeeds on their Fortitude save, they aren’t knocked back and the damage is halved. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now for another low-level spell for those casters out there brave enough to enter melee (or “brave” enough to send their familiars into melee). It seems to do pretty good damage for its level, hitting like a greatsword even at level 1.
Greater Energy Touch
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Partial
Spell Resistance: Yes
This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 10-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 10 damage/level (maximum 200 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.
Notes:With the second spell in the chain, we get a genuine evocation “death effect”, a reward for going out into the fray instead of raining down invisible death for above (or at least coming at a respectable cost if you use spectral hand to deliver it). That right there is a lot of damage even with a successful save. Disintegrate, eat your heart out.
Superior Energy Touch
Evocation [See Text]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes
This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 15-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 20 damage/level (maximum 400 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.
Notes:By the time that a wizard is tossing out 7th level spells, they need one hell of a reason to ever come down and touch somebody in person. This might be one such reason. While less useful than multiple-target SoDs, I’m pretty sure that this beats the pants off of most single-target SoDs. The additional defensive feature of the spell is just icing at this point. The reason that the grappling effect happens “every round”, if you’re wondering, is because someone might resist the effect entirely the first time around via spell resistance.
Energy Line
Evocation [See Text]
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: 150 ft.
Area: 150-ft. line
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures along the line of your choice take 5 damage/level (maximum 100 damage) of the chosen type of energy (or half that with a successful Reflex Save). When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Starting a new spell chain, we get a replacement for lightning bolt and similar effects. Though lines are probably the most annoying “shape” in all of DnD (really, how often do you get a good shot at 3+ foes?), it compensates to some degree with its damage.
Greater Energy Line
Evocation [See Text]
Level: Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 300 ft.
Area: 2 300-ft. lines
Duration: Instantaneous and 1 round; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
This spell functions much as Energy Line except that you create two lines of the indicated length and each line deals 10 damage/level (maximum 200 damage) of the chosen form of energy (or half that with a successful saving throw). For 1 round after casting this spell, remnants of this energy visibly hang in the air, dealing 1d6 damage/level (maximum 20d6) to anyone who enters a square that either line passed through (or half damage with a successful saving throw).
Notes:And now this spell grants crowd control, creating two lines and cordoning them off with temporary energy barriers. Also, the range is probably long enough to divide a reasonably large battlefield.
Superior Energy Line
Evocation [See Text]
Level: Drd 9, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: 600 ft.
Area: 4 600-ft. lines
Duration: Instantaneous and 1d6+1 rounds; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
This spell functions much as Energy Line except that you create four lines of the indicated length and each line deals 20 damage/level (maximum 400 damage) of the chosen form of energy (or half that with a successful saving throw). For 1d6+1 rounds after casting this spell, remnants of this energy visibly hang in the air, dealing 1d8 damage/level (maximum 20d8) to anyone who enters a square that any line passed through (or half damage with a successful saving throw).
Notes:The number of lines again double and the barriers last longer, letting you divide the battlefield pretty nicely. The damage is intense but we’re talking about an 8th level blasting spell.
Energy Cone
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the area of the cone take 1d6 damage/level (maximum 10d6) of the chosen form of energy damage, or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Cones, meanwhile, are probably one of the more useful shapes that you’d have to deal with. Pretty average stuff.
Greater Energy Cone
Evocation [See Text]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: 60 ft.
Area: 60-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Cone except that this spell deals 1d8 damage/level (maximum 20d8) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself and can be aimed in a new direction. The type of energy that it deals, however, does not change.
Notes:And now you gain a repeating cone. While using this spell continuously prevents you from casting too many other spells, it also allows you to save your spells. Hopefully, this is a worthwhile tradeoff from time to time.
Superior Energy Cone
Evocation [See Text]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: 100 ft.
Area: 100-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Cone except that this spell deals 1d10 damage/level (maximum 20d10) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself, can be aimed in a new direction, and can have its element changed to a new element of your choice.
Notes:Not much has changed. Damage went up again, the range is positively amazing as far as cones go, and you can probe for the elemental weaknesses of your foes (or use one spell to kill two different groups with mutually exclusive immunities.)
Energy Sphere
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Area: 10-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the chosen sphere take 1d8 damage/level of the chosen form of energy damage (maximum 10d8), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now we get to the good stuff, our sonic/electricity/cold/acid/fireballs. I consider this shape to be one of the more convenient in existence and this spell is pretty simple.
Greater Energy Sphere
Evocation [See Text]
Level: Drd 7, Sor/Wiz 6
Components: None
Casting Time: 1 Swift Action
Range: Long (400 ft. + 40 ft./ level)
Area: 20-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Sphere except that those within the sphere take 1d10 damage/level (maximum 20d10) of the chosen energy damage, or half of that with a successful saving throw.
Notes:Again, this spell is pretty simple. Larger radius, longer range, more damage, a total lack of components, and a swift action casting time will hopefully make the blast worthy of the spell slot.
Superior Energy Sphere
Evocation [See Text]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 Immediate Action
Range: 1,000 ft. + 100 ft./level
Area: 40-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Sphere except that those within the sphere take 1d12 damage/level (maximum 20d12) of the chosen energy damage, or half of that with a successful saving throw.
Notes:And now we see a 9th level evocation spell. This is pretty much the vanilla level-9 evocation, in my opinion. It’s kind of like mass harm… with potential for more targets… and far better range… usable as an immediate action without components… that gives you versatility with the saving throw tested. Again, 9th level evocation spell.
Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
Bending, creating, and positioning light as you see fit, you can lights to imitate an illusion spell of 2nd level or lower. Only spells of the glamer, figment, and pattern subschools can be imitated in this way. Because these illusions are made from light, any Will save made to disbelieve such an illusion in shadowy illumination receives a +4 bonus as the image glows as a candle and such will saves made against illusions in darkness automatically succeed. Through the evocation of other forces, even illusions with more than visual elements can be imitated (using sonic energy to create sounds and fire to create thermal elements, for example). The effects of this spell are suppressed within the area of an equal or higher-level darkness effect, though this spell doesn’t affect darkness effects of lower spell levels.
Notes:REVENGE!!!!
Seriously, though, I’ve always thought that illusion was more a part of evocation than the other way around so the way shadow magic made evokers totally useless confused me. Just adding new evocation spells would never be enough to make evocation worthwhile as illusionists would steal everything so the obvious solution was to let evokers steal back from illusionists. While you’ll never get shadow or phantasm spells, I still think that this spell and the others in the chain do enough to help right the natural order of things.
Greater Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 6
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
This spell functions much as Fluttering Lights except that it can imitate illusions of up to 5th level.
Lucent Masquerade
Evocation [Light]
Level: Sor/Wiz 9
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
This spell functions much as Fluttering Lights except that it can imitate illusions of up to 8th level.
Force Minion I
Evocation [Force]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One temporary creature made of force
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
Upon casting this spell, you may select one creature from the Summon Monster I or Summon Nature’s Ally I list. You summon a rough replica of that creature made from force anywhere within range. This creature is treated as a mindless construct (do not modify hit points, saving throws, or base attack bonus) that obeys your telepathic commands so long as you are on the same plane. Creatures made in this way possess twice as many hit points as normal, replace any natural armor bonus they may have with an equally sized deflection bonus, and deal hit point damage as a force effect (damaging incorporeal/ethereal targets and ignoring damage reduction). The creature is obviously not real, however, and loses all poison, spell-like abilities, and supernatural abilities of the base creature. Force Minions made in this way act immediately after you in initiative and can only be summoned into environments that can support them.
Notes:And now to steal a little bit from conjuration. This is partially revenge for the many blasting effects in conjuration, partially so illusionists aren’t still blatantly better because they could also copy conjuration so much better as well, and partially because this effect really made sense to me. It must be noted, however, that this line of spells is not usable for the same reasons as the spells that they “imitate”. These spells aren’t about grabbing random creatures that have the SLAs you happen to need at the moment. Even though this was arguably the ONLY point of the summon spells, this line serves a different function. This spell actually grants you versatile and relatively durable minions that last long enough to be useful, don’t waste your entire round calling them, and which can be created half a battlefield away. Even with the last spell of this series, a Colossal Monstrous Spider with 400 HP can certainly keep an enemy busy for awhile (especially as most means of taking them out early won’t work on mindless constructs).
Force Minion II
Evocation [Force]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster II or Summon Nature’s Ally II list or 1d3 force creatures of the same type from the Summon Monster I or Summon Nature’s Ally I list.
Force Minion III
Evocation [Force]
Level: Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster III or Summon Nature’s Ally III list, 1d3 force creatures of the same type from the Summon Monster II or Summon Nature’s Ally II list, or 1d4+1 force creatures from the Summon Monster I or Summon Nature’s Ally I lists.
Force Minion IV
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IV or Summon Nature’s Ally IV list, 1d3 force creatures of the same type from the Summon Monster III or Summon Nature’s Ally III list, or 1d4+1 force creatures from the Summon Monster II or Summon Nature’s Ally II lists or lower-leveled lists.
Force Minion V
Evocation [Force]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster V or Summon Nature’s Ally V list, 1d3 force creatures of the same type from the Summon Monster IV or Summon Nature’s Ally IV list, or 1d4+1 force creatures from the Summon Monster III or Summon Nature’s Ally III lists or lower-leveled lists.
Force Minion VI
Evocation [Force]
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VI or Summon Nature’s Ally VI list, 1d3 force creatures of the same type from the Summon Monster V or Summon Nature’s Ally V list, or 1d4+1 force creatures from the Summon Monster IV or Summon Nature’s Ally IV lists or lower-leveled lists.
Force Minion VII
Evocation [Force]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VII or Summon Nature’s Ally VII list, 1d3 force creatures of the same type from the Summon Monster VI or Summon Nature’s Ally VI list, or 1d4+1 force creatures from the Summon Monster V or Summon Nature’s Ally V lists or lower-leveled lists.
Force Minion VIII
Evocation [Force]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VIII or Summon Nature’s Ally VIII list, 1d3 force creatures of the same type from the Summon Monster VII or Summon Nature’s Ally VII list, or 1d4+1 force creatures from the Summon Monster VI or Summon Nature’s Ally VI lists or lower-leveled lists.
Force Minion IX
Evocation [Force]
Level: Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IX or Summon Nature’s Ally IX list, 1d3 force creatures of the same type from the Summon Monster VIII or Summon Nature’s Ally VIII list, or 1d4+1 force creatures from the Summon Monster VII or Summon Nature’s Ally VII lists or lower-leveled lists.
Blast Barrier
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Immediate Action
Range: 10 ft.
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. One target of your choice within range takes 2d6 damage of the chosen type and is blown back 10 feet away from you before falling prone. A successful reflex save halves the damage and prevents the target from falling prone but does not prevent the movement. Creatures more than two size categories larger than yourself are immune to the movement caused by this spell. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:It’s time for another defensive evocation, one that exists just to blow back enemies who were about to strike at you. The damage is minor but it’s intended as one of those few super-defense spells like wings of cover, being more used for the blowback.
Break
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One small object/level; see text
Duration: Instantaneous
Saving Throw: None or Fortitude Negates (object)
Spell Resistance: No
Casting this spell, you rip a number of objects apart by filling them with excessive kinetic energy. You may break one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. If a structure is broken in this way, all creatures within it are subjected to a cave-in if applicable. Magical objects and attended objects may make a Fortitude save to resist being broken but other objects receive no saving throw. Parts of the landscape (such as ponds, plains, and hill) can’t be broken using this spell. Artifacts can’t be affected by this spell. Animated objects can be targeted by this spell but other constructs cannot be so targeted.
Focus: A small golden hammer worth 10 gp.
Notes:I have no clue why this spell didn’t exist. All that I can say is that it does now.
Launch
Evocation
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Through the use of this spell, a single creature or object is launched away from any surface it rests on. A creature standing on the ground or on an incline is launched up to 10 feet/level away from that surface unless they make a Reflex Save. If making climb checks to scale a surface, the target is launched up ot 10 feet/level away from that surface if they fail their saving throw. Swimming, Flying, or otherwise weightless creatures are launched up to 10 feet/level in a direction of your choice if they fail their saving throw. If a creature moving in this way runs into a solid object before completing their movement, they immediately stop their movement and take 1d6 damage for every 10 feet they had been successfully launched. Creatures wedged between two parallel (or nearly so) surfaces are unaffected by this spell. Objects firmly secured to the ground aren’t affected by this spell.
Notes:While this spell may seem more telekinetic-y (transmutation) than blast-ish, I still think that this thing makes sense flavored as a burst of kinetic energy. Also, the imagery is very fun to imagine.
Battlemage’s Retort
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Medium (100 ft. + 10 ft/ level): See Text
Targets: You and a spellcaster within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
While this spell is in effect, you can answer an opponent’s spells in a more painful manner. Whenever you have readied an action to counterspell an opponent and the opponent attempts to cast a spell, you may forego the normal counterspell attempt and instead launch a bolt of force at the opponent if they are within range, requiring a ranged touch attack and dealing 1d10 force damage/2 caster levels (maximum 10d6 damage, forcing the target to make a Concentration check to continue casting the spell, as normal).
Notes:When I think of evokers, one of the first things that I think of are epic wizard duels. Rather than simply countering the enemy’s spell like an abjurer, however, I’d imagine that evokers simply strike first. This is a pretty simple way to keep other casters under wraps.
Gravity Well
Evocation
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: 20 ft./level
Area: 20 ft./level-radius sphere, centered on you
Duration: Concentration
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Each round that you concentrate on this spell, a wave of gravitic energy ripples out through the area, dealing 2d10 damage to all other creatures within the area and knocking all airborne creatures down from the sky (a successful fortitude save allows a creature to remain airborne and halves the damage). So long as the spell continues, all space within the area is counted as difficult terrain, jump and climb checks take a -10 penalty, and each square of upwards movement costs 4 squares of movement. Multiple gravity wells with overlapping areas don’t stack but each send out separate gravitic waves. Incorporeal creatures are unaffected by this spell.
Notes:Needless to say, the damage here isn’t the important part. Rather, the important part is ramming that annoying dragon/angel/wizard who won’t fly close enough for the party barbarian/warblade/swordsage/etc to fight effectively down to the ground. Not exactly a team player spell as you do hurt allies but I think that it works… I think.
Force Manta
Evocation
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One 20 x 20 foot flying vehicle of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a large pane of force on which you or other creatures can ride. The pane of force can fly with up to 50 pounds of burden/level and possesses a fly speed of 120 feet (perfect maneuverability). If more weight is added to it, the pane of force doesn’t fall but can’t move onwards until the weight is lost. The pane of force is translucent and grants riders total cover from attacks originating below it. You must spend a move action to move it. By spending a standard action, you can cause the force manta to produce a magic missile effect at your caster level. Only effects that could destroy a wall of force can destroy a force manta. Despite its name, a force manta can be shaped like almost anything, ranging from mantas (the default shape) to dragons or demons or angels and so forth.
Notes:And on the topic of flying… flying. Everyone has heard the joke about gnomish wizard riding on their floating discs but here is a pane of force meant to be ridden on like a ship. Between the speed and the defense that it offers those on board, it seems pretty nice (perhaps a bit weak but not too much so)
Meteor Shower
Evocation
Level: Drd 9, Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Effect: A hail of meteors falling from the sky
Duration: 1d4+2 rounds
Saving Throw: None or Reflex Partial
Spell Resistance: No
While this spell is in effect, one small meteorite/level rains down from the sky each round. You may direct each meteorite towards a target of your choice. Make one ranged attack against each selected target for all meteorites directed at them and if successful, the attack deals 1d8 bludgeoning damage/meteorite. On the final round of this spell, a single giant meteor falls on a 10-foot radius of your choice within range, dealing 1d8 bludgeoning damage/level to creatures in the area, knocking them prone, and creating an earthquake effect within 100 feet of the site. Any larger or smaller creatures in the area where the meteor falls are also trapped as if in the bury zone of a cave-in (taking additional damage as appropriate) until the five-ton meteor is moved off of them or a path around the meteor is dug (taking twice as much time to dig the creature out). A successful reflex save halves the damage and prevents being buried and knocked prone.
Notes:A two-stage spell that I designed to show what a true meteor swarm might look like. Perhaps a bit too wordy, though.
Second Sun
Evocation [Fire, Light]
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: See Text
Effect: Create a sun in the sky
Duration: 12 hours
Saving Throw: None
Spell Resistance: No
You create a globe of light and heat so bright, hot, and far from the surface that it acts very much as the sun. Though this sun lacks actual mass and gravity, its light and heat are considered identical to that of the sun for all purposes and remains in the sky above the caster for the spell’s duration. This ability has no additional effect when the actual sun would be out. Unlike most light effects, second sun does not interact with [darkness] effects.
Focus: A perfect diamond prism worth 5,000 gp
Notes:As far as 9th level spells go, creating a temporary sun seems to be pretty much on par as far as scope (though unfortunately not as far as power).
Ruination
Evocation
Level: Drd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Targets: All structures and unattended objects within range.
Duration: Concentration (maximum of 1 round/level)
Saving Throw: Fortitude Half (object)
Spell Resistance: No
Forcing destructive energies through everything within range, you deal 3d10 damage to all structures and unattended objects within range of this spell each round, ignoring all hardness those objects possess. Magical objects may make a fortitude save each round to halve this damage.
Notes:Destroying a large area of a city with a single spell again seems about on par with what a spell of this level should do. While it takes a while to work, I wanted the process to be interrupt-able if it was being used by enemies and this thing still deals enough damage to level almost everything around.
Force Tools
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One object made of force
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
You create a single solid object formed of force taking up no more than 1 cubic foot/level. The object is of moderate quality and retains no special properties of a substance it is normally made from. The object possesses 10 hardness and 5 hit points/level. Armor or shields made in this way apply their AC bonus against incorporeal touch attacks. Melee weapons, thrown weapons, and ammunition made in this way deal damage as a force effect, always damaging incorporeal creatures, harming ethereal creatures, and ignoring damage reduction. Alchemic items, magic items, and special substances can’t be duplicated using this spell.
Notes:Just a simple spell for creating simple tools. Pretty versatile as far as 1st level spells go but probably not too powerful. Creating force daggers and handing them out so party members can stab creatures with damage reduction is probably pretty nice in the early game, though.
Wall of Energy
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/level
Saving Throw: Reflex half or Fortitude half; see text
Spell Resistance: No
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet (Reflex half). Anyone attempting to pass through the wall must make a successful saving throw against it to do so and takes 2d6 points of damage +1 point per caster level (maximum +20) whether this saving throw succeeds or fails. If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall and are forced to a side of their choice whether or not they succeed. If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Yup. I’m taking blasting lessons from psionics, which I think got things pretty much down. It allowed people to choose what form of energy they use (but not acid :smallconfused:) and gave them an option to avoid evasion if they used cold damage (I took this further so we don’t end up in the weird and arbitrary situation where every rogue needs cold immunity). Unlike traditional walls of fire and the like, this thing can actually block off travel rather than merely dissuading people from trying. As such, it kind of takes the place of wall of ice/wall of fire/walls of energy in general.
Energy Barrage
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one creature or object/level
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; see text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You release a volley of blasts across the battlefield of the chosen form of energy directly at your targets. Each target takes 1d4 damage/level (maximum 15d4), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). You may not target a single creature or object with more than one blast. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:While the damage here is pretty pathetic, it gives you unparalleled ability to pick off tons of enemies without hitting allies regardless of how the battle is set up. Versatility is good.
Energy Backlash
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Close Range (25 ft. + 5 ft./ 2 levels); see text
Target: You and creature or object attacking you; see text
Duration: 1 minute/level or until expended (D)
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Whenever you are attacked, you send out an arc of the chosen energy to assault your attacker. To be subjected to this counterattack, you must be aware of the attack, must possess a line of sight and effect with the attacker, and the attacker must be within close range. If the attack against you missed or otherwise failed, the retort only deals 1d4 damage/level (maximum 10d4). If the attack against you hit or succeeded, however, it instead deals 1d8 damage/level (maximum 10d8). After releasing a number of retorts equal to your caster level, the spell is expended. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:While it may seem absurd to say “or object attacking you” (what, would this hit a trap?), the language was taken from the psionic power Energy Retort and is kind of needed so that you can target undead/constructs and get over the entire “immune to fortitude saves” thing if you choose to go with fortitude saves. This is the first of a few low-level “defensive evocations”.
Energy Missile
Evocation [See Text]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You may make a ranged touch attack against a single creature or object using a missile formed from this form of energy. If the attack hits, the target takes 1d4 damage/level (maximum 15d4) of the chosen form of energy damage. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now we start the first of 8 spell chains in this post. This ability is pretty straightforward. Aim, shoot, and hurt while avoiding saving throws altogether.
Greater Energy Missile
Evocation [See Text]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions much as Energy Missile, save that it deals 1d6 damage/level (maximum 20d6) and ignores any cover less than total cover and any concealment less than total concealment.
Notes:Continuing the feat chain, we get better damage and better range, enough to make it usable in fights against singular opponents. Still pretty much polar ray, though with its range multiplied by 16.
Superior Energy Missile
Evocation [See Text]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: 1,000 ft. + 100 ft./ level
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell functions much as Energy Missile, save that it deal 1d8 damage/level (maximum 25d8) and requires no attack roll to hit, instead striking the target automatically so long as they possess less than total cover and less than total concealment.
Notes:And now the chain comes to a conclusion. First of all, the range of this spell is pretty much unparalleled among combat effects. Secondly, no more attack rolls. This is your new magic energy missile of death. Not too powerful but far more reliable than most powerful techniques.
Energy Touch
Evocation [See Text]
Level: Drd 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Within the next round, you can make a melee touch attack against a single foe. If the attack hits, the target takes 5 damage/level (maximum 50 damage) of the selected form of energy damage and is knocked back 5 feet/level (firmly secured objects aren’t moved in this way). If the target succeeds on their Fortitude save, they aren’t knocked back and the damage is halved. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now for another low-level spell for those casters out there brave enough to enter melee (or “brave” enough to send their familiars into melee). It seems to do pretty good damage for its level, hitting like a greatsword even at level 1.
Greater Energy Touch
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Partial
Spell Resistance: Yes
This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 10-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 10 damage/level (maximum 200 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.
Notes:With the second spell in the chain, we get a genuine evocation “death effect”, a reward for going out into the fray instead of raining down invisible death for above (or at least coming at a respectable cost if you use spectral hand to deliver it). That right there is a lot of damage even with a successful save. Disintegrate, eat your heart out.
Superior Energy Touch
Evocation [See Text]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes
This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 15-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 20 damage/level (maximum 400 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.
Notes:By the time that a wizard is tossing out 7th level spells, they need one hell of a reason to ever come down and touch somebody in person. This might be one such reason. While less useful than multiple-target SoDs, I’m pretty sure that this beats the pants off of most single-target SoDs. The additional defensive feature of the spell is just icing at this point. The reason that the grappling effect happens “every round”, if you’re wondering, is because someone might resist the effect entirely the first time around via spell resistance.
Energy Line
Evocation [See Text]
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: 150 ft.
Area: 150-ft. line
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures along the line of your choice take 5 damage/level (maximum 100 damage) of the chosen type of energy (or half that with a successful Reflex Save). When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Starting a new spell chain, we get a replacement for lightning bolt and similar effects. Though lines are probably the most annoying “shape” in all of DnD (really, how often do you get a good shot at 3+ foes?), it compensates to some degree with its damage.
Greater Energy Line
Evocation [See Text]
Level: Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 300 ft.
Area: 2 300-ft. lines
Duration: Instantaneous and 1 round; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
This spell functions much as Energy Line except that you create two lines of the indicated length and each line deals 10 damage/level (maximum 200 damage) of the chosen form of energy (or half that with a successful saving throw). For 1 round after casting this spell, remnants of this energy visibly hang in the air, dealing 1d6 damage/level (maximum 20d6) to anyone who enters a square that either line passed through (or half damage with a successful saving throw).
Notes:And now this spell grants crowd control, creating two lines and cordoning them off with temporary energy barriers. Also, the range is probably long enough to divide a reasonably large battlefield.
Superior Energy Line
Evocation [See Text]
Level: Drd 9, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: 600 ft.
Area: 4 600-ft. lines
Duration: Instantaneous and 1d6+1 rounds; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes
This spell functions much as Energy Line except that you create four lines of the indicated length and each line deals 20 damage/level (maximum 400 damage) of the chosen form of energy (or half that with a successful saving throw). For 1d6+1 rounds after casting this spell, remnants of this energy visibly hang in the air, dealing 1d8 damage/level (maximum 20d8) to anyone who enters a square that any line passed through (or half damage with a successful saving throw).
Notes:The number of lines again double and the barriers last longer, letting you divide the battlefield pretty nicely. The damage is intense but we’re talking about an 8th level blasting spell.
Energy Cone
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the area of the cone take 1d6 damage/level (maximum 10d6) of the chosen form of energy damage, or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:Cones, meanwhile, are probably one of the more useful shapes that you’d have to deal with. Pretty average stuff.
Greater Energy Cone
Evocation [See Text]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: 60 ft.
Area: 60-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Cone except that this spell deals 1d8 damage/level (maximum 20d8) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself and can be aimed in a new direction. The type of energy that it deals, however, does not change.
Notes:And now you gain a repeating cone. While using this spell continuously prevents you from casting too many other spells, it also allows you to save your spells. Hopefully, this is a worthwhile tradeoff from time to time.
Superior Energy Cone
Evocation [See Text]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: 100 ft.
Area: 100-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Cone except that this spell deals 1d10 damage/level (maximum 20d10) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself, can be aimed in a new direction, and can have its element changed to a new element of your choice.
Notes:Not much has changed. Damage went up again, the range is positively amazing as far as cones go, and you can probe for the elemental weaknesses of your foes (or use one spell to kill two different groups with mutually exclusive immunities.)
Energy Sphere
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Area: 10-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the chosen sphere take 1d8 damage/level of the chosen form of energy damage (maximum 10d8), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:And now we get to the good stuff, our sonic/electricity/cold/acid/fireballs. I consider this shape to be one of the more convenient in existence and this spell is pretty simple.
Greater Energy Sphere
Evocation [See Text]
Level: Drd 7, Sor/Wiz 6
Components: None
Casting Time: 1 Swift Action
Range: Long (400 ft. + 40 ft./ level)
Area: 20-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Sphere except that those within the sphere take 1d10 damage/level (maximum 20d10) of the chosen energy damage, or half of that with a successful saving throw.
Notes:Again, this spell is pretty simple. Larger radius, longer range, more damage, a total lack of components, and a swift action casting time will hopefully make the blast worthy of the spell slot.
Superior Energy Sphere
Evocation [See Text]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 Immediate Action
Range: 1,000 ft. + 100 ft./level
Area: 40-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes
This spell functions much as Energy Sphere except that those within the sphere take 1d12 damage/level (maximum 20d12) of the chosen energy damage, or half of that with a successful saving throw.
Notes:And now we see a 9th level evocation spell. This is pretty much the vanilla level-9 evocation, in my opinion. It’s kind of like mass harm… with potential for more targets… and far better range… usable as an immediate action without components… that gives you versatility with the saving throw tested. Again, 9th level evocation spell.
Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
Bending, creating, and positioning light as you see fit, you can lights to imitate an illusion spell of 2nd level or lower. Only spells of the glamer, figment, and pattern subschools can be imitated in this way. Because these illusions are made from light, any Will save made to disbelieve such an illusion in shadowy illumination receives a +4 bonus as the image glows as a candle and such will saves made against illusions in darkness automatically succeed. Through the evocation of other forces, even illusions with more than visual elements can be imitated (using sonic energy to create sounds and fire to create thermal elements, for example). The effects of this spell are suppressed within the area of an equal or higher-level darkness effect, though this spell doesn’t affect darkness effects of lower spell levels.
Notes:REVENGE!!!!
Seriously, though, I’ve always thought that illusion was more a part of evocation than the other way around so the way shadow magic made evokers totally useless confused me. Just adding new evocation spells would never be enough to make evocation worthwhile as illusionists would steal everything so the obvious solution was to let evokers steal back from illusionists. While you’ll never get shadow or phantasm spells, I still think that this spell and the others in the chain do enough to help right the natural order of things.
Greater Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 6
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
This spell functions much as Fluttering Lights except that it can imitate illusions of up to 5th level.
Lucent Masquerade
Evocation [Light]
Level: Sor/Wiz 9
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text
This spell functions much as Fluttering Lights except that it can imitate illusions of up to 8th level.
Force Minion I
Evocation [Force]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One temporary creature made of force
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
Upon casting this spell, you may select one creature from the Summon Monster I or Summon Nature’s Ally I list. You summon a rough replica of that creature made from force anywhere within range. This creature is treated as a mindless construct (do not modify hit points, saving throws, or base attack bonus) that obeys your telepathic commands so long as you are on the same plane. Creatures made in this way possess twice as many hit points as normal, replace any natural armor bonus they may have with an equally sized deflection bonus, and deal hit point damage as a force effect (damaging incorporeal/ethereal targets and ignoring damage reduction). The creature is obviously not real, however, and loses all poison, spell-like abilities, and supernatural abilities of the base creature. Force Minions made in this way act immediately after you in initiative and can only be summoned into environments that can support them.
Notes:And now to steal a little bit from conjuration. This is partially revenge for the many blasting effects in conjuration, partially so illusionists aren’t still blatantly better because they could also copy conjuration so much better as well, and partially because this effect really made sense to me. It must be noted, however, that this line of spells is not usable for the same reasons as the spells that they “imitate”. These spells aren’t about grabbing random creatures that have the SLAs you happen to need at the moment. Even though this was arguably the ONLY point of the summon spells, this line serves a different function. This spell actually grants you versatile and relatively durable minions that last long enough to be useful, don’t waste your entire round calling them, and which can be created half a battlefield away. Even with the last spell of this series, a Colossal Monstrous Spider with 400 HP can certainly keep an enemy busy for awhile (especially as most means of taking them out early won’t work on mindless constructs).
Force Minion II
Evocation [Force]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster II or Summon Nature’s Ally II list or 1d3 force creatures of the same type from the Summon Monster I or Summon Nature’s Ally I list.
Force Minion III
Evocation [Force]
Level: Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster III or Summon Nature’s Ally III list, 1d3 force creatures of the same type from the Summon Monster II or Summon Nature’s Ally II list, or 1d4+1 force creatures from the Summon Monster I or Summon Nature’s Ally I lists.
Force Minion IV
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IV or Summon Nature’s Ally IV list, 1d3 force creatures of the same type from the Summon Monster III or Summon Nature’s Ally III list, or 1d4+1 force creatures from the Summon Monster II or Summon Nature’s Ally II lists or lower-leveled lists.
Force Minion V
Evocation [Force]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster V or Summon Nature’s Ally V list, 1d3 force creatures of the same type from the Summon Monster IV or Summon Nature’s Ally IV list, or 1d4+1 force creatures from the Summon Monster III or Summon Nature’s Ally III lists or lower-leveled lists.
Force Minion VI
Evocation [Force]
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VI or Summon Nature’s Ally VI list, 1d3 force creatures of the same type from the Summon Monster V or Summon Nature’s Ally V list, or 1d4+1 force creatures from the Summon Monster IV or Summon Nature’s Ally IV lists or lower-leveled lists.
Force Minion VII
Evocation [Force]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VII or Summon Nature’s Ally VII list, 1d3 force creatures of the same type from the Summon Monster VI or Summon Nature’s Ally VI list, or 1d4+1 force creatures from the Summon Monster V or Summon Nature’s Ally V lists or lower-leveled lists.
Force Minion VIII
Evocation [Force]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VIII or Summon Nature’s Ally VIII list, 1d3 force creatures of the same type from the Summon Monster VII or Summon Nature’s Ally VII list, or 1d4+1 force creatures from the Summon Monster VI or Summon Nature’s Ally VI lists or lower-leveled lists.
Force Minion IX
Evocation [Force]
Level: Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IX or Summon Nature’s Ally IX list, 1d3 force creatures of the same type from the Summon Monster VIII or Summon Nature’s Ally VIII list, or 1d4+1 force creatures from the Summon Monster VII or Summon Nature’s Ally VII lists or lower-leveled lists.
Blast Barrier
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Immediate Action
Range: 10 ft.
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. One target of your choice within range takes 2d6 damage of the chosen type and is blown back 10 feet away from you before falling prone. A successful reflex save halves the damage and prevents the target from falling prone but does not prevent the movement. Creatures more than two size categories larger than yourself are immune to the movement caused by this spell. This spell gains the descriptor appropriate for the type of energy damage dealt.
Notes:It’s time for another defensive evocation, one that exists just to blow back enemies who were about to strike at you. The damage is minor but it’s intended as one of those few super-defense spells like wings of cover, being more used for the blowback.
Break
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One small object/level; see text
Duration: Instantaneous
Saving Throw: None or Fortitude Negates (object)
Spell Resistance: No
Casting this spell, you rip a number of objects apart by filling them with excessive kinetic energy. You may break one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. If a structure is broken in this way, all creatures within it are subjected to a cave-in if applicable. Magical objects and attended objects may make a Fortitude save to resist being broken but other objects receive no saving throw. Parts of the landscape (such as ponds, plains, and hill) can’t be broken using this spell. Artifacts can’t be affected by this spell. Animated objects can be targeted by this spell but other constructs cannot be so targeted.
Focus: A small golden hammer worth 10 gp.
Notes:I have no clue why this spell didn’t exist. All that I can say is that it does now.
Launch
Evocation
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Through the use of this spell, a single creature or object is launched away from any surface it rests on. A creature standing on the ground or on an incline is launched up to 10 feet/level away from that surface unless they make a Reflex Save. If making climb checks to scale a surface, the target is launched up ot 10 feet/level away from that surface if they fail their saving throw. Swimming, Flying, or otherwise weightless creatures are launched up to 10 feet/level in a direction of your choice if they fail their saving throw. If a creature moving in this way runs into a solid object before completing their movement, they immediately stop their movement and take 1d6 damage for every 10 feet they had been successfully launched. Creatures wedged between two parallel (or nearly so) surfaces are unaffected by this spell. Objects firmly secured to the ground aren’t affected by this spell.
Notes:While this spell may seem more telekinetic-y (transmutation) than blast-ish, I still think that this thing makes sense flavored as a burst of kinetic energy. Also, the imagery is very fun to imagine.
Battlemage’s Retort
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Medium (100 ft. + 10 ft/ level): See Text
Targets: You and a spellcaster within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
While this spell is in effect, you can answer an opponent’s spells in a more painful manner. Whenever you have readied an action to counterspell an opponent and the opponent attempts to cast a spell, you may forego the normal counterspell attempt and instead launch a bolt of force at the opponent if they are within range, requiring a ranged touch attack and dealing 1d10 force damage/2 caster levels (maximum 10d6 damage, forcing the target to make a Concentration check to continue casting the spell, as normal).
Notes:When I think of evokers, one of the first things that I think of are epic wizard duels. Rather than simply countering the enemy’s spell like an abjurer, however, I’d imagine that evokers simply strike first. This is a pretty simple way to keep other casters under wraps.
Gravity Well
Evocation
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: 20 ft./level
Area: 20 ft./level-radius sphere, centered on you
Duration: Concentration
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Each round that you concentrate on this spell, a wave of gravitic energy ripples out through the area, dealing 2d10 damage to all other creatures within the area and knocking all airborne creatures down from the sky (a successful fortitude save allows a creature to remain airborne and halves the damage). So long as the spell continues, all space within the area is counted as difficult terrain, jump and climb checks take a -10 penalty, and each square of upwards movement costs 4 squares of movement. Multiple gravity wells with overlapping areas don’t stack but each send out separate gravitic waves. Incorporeal creatures are unaffected by this spell.
Notes:Needless to say, the damage here isn’t the important part. Rather, the important part is ramming that annoying dragon/angel/wizard who won’t fly close enough for the party barbarian/warblade/swordsage/etc to fight effectively down to the ground. Not exactly a team player spell as you do hurt allies but I think that it works… I think.
Force Manta
Evocation
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One 20 x 20 foot flying vehicle of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a large pane of force on which you or other creatures can ride. The pane of force can fly with up to 50 pounds of burden/level and possesses a fly speed of 120 feet (perfect maneuverability). If more weight is added to it, the pane of force doesn’t fall but can’t move onwards until the weight is lost. The pane of force is translucent and grants riders total cover from attacks originating below it. You must spend a move action to move it. By spending a standard action, you can cause the force manta to produce a magic missile effect at your caster level. Only effects that could destroy a wall of force can destroy a force manta. Despite its name, a force manta can be shaped like almost anything, ranging from mantas (the default shape) to dragons or demons or angels and so forth.
Notes:And on the topic of flying… flying. Everyone has heard the joke about gnomish wizard riding on their floating discs but here is a pane of force meant to be ridden on like a ship. Between the speed and the defense that it offers those on board, it seems pretty nice (perhaps a bit weak but not too much so)
Meteor Shower
Evocation
Level: Drd 9, Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Effect: A hail of meteors falling from the sky
Duration: 1d4+2 rounds
Saving Throw: None or Reflex Partial
Spell Resistance: No
While this spell is in effect, one small meteorite/level rains down from the sky each round. You may direct each meteorite towards a target of your choice. Make one ranged attack against each selected target for all meteorites directed at them and if successful, the attack deals 1d8 bludgeoning damage/meteorite. On the final round of this spell, a single giant meteor falls on a 10-foot radius of your choice within range, dealing 1d8 bludgeoning damage/level to creatures in the area, knocking them prone, and creating an earthquake effect within 100 feet of the site. Any larger or smaller creatures in the area where the meteor falls are also trapped as if in the bury zone of a cave-in (taking additional damage as appropriate) until the five-ton meteor is moved off of them or a path around the meteor is dug (taking twice as much time to dig the creature out). A successful reflex save halves the damage and prevents being buried and knocked prone.
Notes:A two-stage spell that I designed to show what a true meteor swarm might look like. Perhaps a bit too wordy, though.
Second Sun
Evocation [Fire, Light]
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: See Text
Effect: Create a sun in the sky
Duration: 12 hours
Saving Throw: None
Spell Resistance: No
You create a globe of light and heat so bright, hot, and far from the surface that it acts very much as the sun. Though this sun lacks actual mass and gravity, its light and heat are considered identical to that of the sun for all purposes and remains in the sky above the caster for the spell’s duration. This ability has no additional effect when the actual sun would be out. Unlike most light effects, second sun does not interact with [darkness] effects.
Focus: A perfect diamond prism worth 5,000 gp
Notes:As far as 9th level spells go, creating a temporary sun seems to be pretty much on par as far as scope (though unfortunately not as far as power).
Ruination
Evocation
Level: Drd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Targets: All structures and unattended objects within range.
Duration: Concentration (maximum of 1 round/level)
Saving Throw: Fortitude Half (object)
Spell Resistance: No
Forcing destructive energies through everything within range, you deal 3d10 damage to all structures and unattended objects within range of this spell each round, ignoring all hardness those objects possess. Magical objects may make a fortitude save each round to halve this damage.
Notes:Destroying a large area of a city with a single spell again seems about on par with what a spell of this level should do. While it takes a while to work, I wanted the process to be interrupt-able if it was being used by enemies and this thing still deals enough damage to level almost everything around.
Force Tools
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One object made of force
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
You create a single solid object formed of force taking up no more than 1 cubic foot/level. The object is of moderate quality and retains no special properties of a substance it is normally made from. The object possesses 10 hardness and 5 hit points/level. Armor or shields made in this way apply their AC bonus against incorporeal touch attacks. Melee weapons, thrown weapons, and ammunition made in this way deal damage as a force effect, always damaging incorporeal creatures, harming ethereal creatures, and ignoring damage reduction. Alchemic items, magic items, and special substances can’t be duplicated using this spell.
Notes:Just a simple spell for creating simple tools. Pretty versatile as far as 1st level spells go but probably not too powerful. Creating force daggers and handing them out so party members can stab creatures with damage reduction is probably pretty nice in the early game, though.