bobthe6th
2012-02-28, 12:10 AM
So I was looking at the meteor swarm revamp thread, and I had an idea. As this was off the topic of the thread starter, I figured this needed its own thread...
Lesser Meteor Swarm: Evocation [Force][Fire]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: one or more meteors.
Duration: 1 min./level
Saving Throw: Reflex against prone
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force(called a meteor). This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. foes struck by a meteor are take 1d4/2 caster levels points of force damage, and make a reflex save or be knocked prone.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).
Meteor Swarm: Evocation [Fire]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Effect: one or more 10ft burst(s).
Duration: 1 hour/level
Saving Throw: Reflex against prone
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 1d4/2 caster levels force damage, and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6/2 caster levels points of half fire/half force damage in a 10ft burst, requiring a reflex save for half damage.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 15).
Greater Meteor Swarm: Evocation [Fire]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Effect: one or more 20ft burst(s).
Duration: 24 hours
Saving Throw: Reflex against prone and half area damage
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 2d4 force damage per caster level, and must make a reflex save or be knocked prone. The meteor then explodes in a twenty foot burst dealing 1d10 half fire/half force damage per caster level, allowing a reflex save for half damage and another or be knocked prone.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level.
(I justify force damage as this is evocation, and therefore should be energy based. it isn't actually a ball of rock, but a ball of force with some fire inside it. and ghosts can take some damage...)
so thoughts? it is a bit different from call lightning I admit...
to powerful? to weak? lots of prone, and a good bit of force damage...
edit: messed with some wording, made damage scale better...
Lesser Meteor Swarm: Evocation [Force][Fire]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: one or more meteors.
Duration: 1 min./level
Saving Throw: Reflex against prone
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a ball of force(called a meteor). This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. foes struck by a meteor are take 1d4/2 caster levels points of force damage, and make a reflex save or be knocked prone.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 10).
Meteor Swarm: Evocation [Fire]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Effect: one or more 10ft burst(s).
Duration: 1 hour/level
Saving Throw: Reflex against prone
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 1d4/2 caster levels force damage, and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6/2 caster levels points of half fire/half force damage in a 10ft burst, requiring a reflex save for half damage.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level(maximum 15).
Greater Meteor Swarm: Evocation [Fire]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Effect: one or more 20ft burst(s).
Duration: 24 hours
Saving Throw: Reflex against prone and half area damage
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may launch a fiery meteor. This meteor flies out from your space up to it's maximum range. You may target a foe but hitting them requires a ranged touch attack. Foes struck by a meteor are dealt 2d4 force damage per caster level, and must make a reflex save or be knocked prone. The meteor then explodes in a twenty foot burst dealing 1d10 half fire/half force damage per caster level, allowing a reflex save for half damage and another or be knocked prone.
You need not call a meteor immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a meteor. You may call a total number of meteors equal to your caster level.
(I justify force damage as this is evocation, and therefore should be energy based. it isn't actually a ball of rock, but a ball of force with some fire inside it. and ghosts can take some damage...)
so thoughts? it is a bit different from call lightning I admit...
to powerful? to weak? lots of prone, and a good bit of force damage...
edit: messed with some wording, made damage scale better...