View Full Version : A Few New Spells [D&D 3.5]

2012-02-26, 05:53 PM
Blazing Speed
Level: Sor/Wiz 3
Components: V, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level

For the duration of the effect all of your movement speeds are doubled, and whenever you exit a square, that square is filled with flames that persist for 1 round and deal creatures that pass through 1d6 fire damage per two caster levels (max 5d6).

Level: 7th
Components: V, S, M
Casting Time: 1 Round
Range: Medium (100ft + 10ft/level)
Area: Cylinder (60ft radius, 100ft high)
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

This spell creates Heavy Snow (http://www.d20srd.org/srd/weather.htm#heavySnow) in the spell's area of effect, impairing vision and ranged attacks, and covers the area in 1 inch of snow per round. Snow covered squares cost 2 squares of movement when covered by at least 1 inch and 4 squares of movement when covered by at least 1 foot.

Each round, at the start of your turn, any creature in the area of effect is dealt 1d6 cold damage per caster level and must succeed on a Fortitude save or become Fatigued. If a creature fails this save and is already Exhausted or Unconscious, then it suffers 2 Strength and Dexterity damage.

Chilling Armor
Level: 3rd
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: Fortitude partial (see text)

You conjure ice imbued with pure elemental cold that sheathes you like icy scale mail for the duration of the effect, granting you a +4 armor bonus to AC (+3 max dex, -4 check penalty, no spell failure) and resistance to cold 10. You do not suffer non-proficiency penalties because of this conjured armor. Furthermore, whenever a creature successfully hits you with a melee attack it suffers 4d6 cold damage and becomes Entangled for 1 minute. A successful Fortitude save halves the cold damage and negates the Entangled condition.