bobthe6th
2013-01-19, 05:55 PM
Some spells I made for a class a while ago...
what do people think of them as normal spells?
Salfran's Pistilero: Evocation [Charged]
Level: Soc/Wiz 1
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per 2 caster level.
You need not shoot 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 shoot. You may fire up to your caster level times (maximum 6).
Material Component
up to 6 small lead pellets
Salfran's Greater Pistilero: Evocation [Charged]
Level: Soc/Wiz 4
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per caster level.
You need not shoot 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 shoot. You may fire up to your caster level times (maximum 10).
Material Component
up to 10 small lead pellets
Salfran's Magnificent Pistilero: Evocation [Charged]
Level: Soc/Wiz 7
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 2 point of bludgeoning damage per caster level.
You need not shoot 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 shoot. You may fire up to your caster level times.
Material Component
Caster level in small lead pellets
Lesser Orb: Evocation [Force]
Level: Soc/Wiz 1
Components: V, S
Casting Time: one standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes
You summon an orb of energy, which you then pitch at an opponent out to medium range as a ranged touch attack. This orb deals 4 point of force damage per caster level(maximum 20).
Blast: Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting time: one full minute
Range: Touch
Target: one point in space
Duration: 1 min./level
Saving throw: reflex for half
Spell Resistance: No
After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.
Polar Ray:Evocation [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting time: one standard action
Range: long (400ft+40ft/caster level)
Effect: ray of freezing energy
Duration: instantaneous
Saving throw: fort
Spell Resistance: Yes
a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray must make a fortitude save or takes 3d6 points of cold damage per caster level. even if the target makes the save, they take 6d6 damage. targets slain by this damage is frozen solid, as the flesh to stone spell without a save, but made of ice rather then stone(hardness and HP lowered for the new material).
Lesser Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 10ft emanation
Duration: 1 min./level
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 10ft emanation from the caster. Creatures other then the caster in the area take 1d6 damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 10).
Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 20ft emanation
Duration: 1 hour./level
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 20ft emanation from the caster. Creatures other then the caster in the area take 1d6+1 damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 15).
Greater Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 30ft emanation
Duration: 24 hours
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take (1d8+1) damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.
Lesser Call Lightning:Evocation [Electricity][Charged]
Level: Druid 3, Sorc/Wiz 3
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6 points of electricity damage per (caster level -3 maximum 5). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
Call Lightning:Evocation [Electricity][Charged]
Level: Druid 6, Sorc/Wiz 6
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 hour /level
Saving Throw: Reflex half, Fortitude against dazed
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 10-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6+1 points of electricity damage per (caster level -3 maximum 10). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected,and must make a fortitude saving throw or be dazed for one round.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).
Greater Call Lightning:Evocation [Electricity][Charged]
Level: Druid 9, Sorc/Wiz 9
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 100-ft.-long vertical lines of lightning
Duration: 24 hours
Saving Throw: Reflex half, fortitude against stunned
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 30-foot-wide, 100-foot-long, vertical bolt of lightning that deals 1d8+1 points of electricity damage per (caster level-3 maximum 15). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected, and must make a fortitude saving throw or be stunned for one round.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level.
Lesser Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 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 and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of fire damage equal to (caster level -3 maximum 5), and must 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][Charged]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: 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 aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d4 force damage equal to (caster level -3 maximum 10), and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6 of half fire/half force damage equal to (caster level -3 maximum 10) 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][Charged]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: 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 aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 2d4 force damage per (caster level -3 maximum 15), 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 -3 maximum 15) in a twenty foot burst, requiring 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.
what do people think of them as normal spells?
Salfran's Pistilero: Evocation [Charged]
Level: Soc/Wiz 1
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per 2 caster level.
You need not shoot 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 shoot. You may fire up to your caster level times (maximum 6).
Material Component
up to 6 small lead pellets
Salfran's Greater Pistilero: Evocation [Charged]
Level: Soc/Wiz 4
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 1 point of bludgeoning damage per caster level.
You need not shoot 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 shoot. You may fire up to your caster level times (maximum 10).
Material Component
up to 10 small lead pellets
Salfran's Magnificent Pistilero: Evocation [Charged]
Level: Soc/Wiz 7
Components: V, S, M
Casting Time: one standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Immediately upon completion of the spell, and once per round thereafter, you aim one of the pellets used to cast the spell, and launch it at ludicrus speeds. This is a ranged touch attack against a target out to long range, that deals 2 point of bludgeoning damage per caster level.
You need not shoot 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 shoot. You may fire up to your caster level times.
Material Component
Caster level in small lead pellets
Lesser Orb: Evocation [Force]
Level: Soc/Wiz 1
Components: V, S
Casting Time: one standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes
You summon an orb of energy, which you then pitch at an opponent out to medium range as a ranged touch attack. This orb deals 4 point of force damage per caster level(maximum 20).
Blast: Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting time: one full minute
Range: Touch
Target: one point in space
Duration: 1 min./level
Saving throw: reflex for half
Spell Resistance: No
After focusing, the caster prepares a massive destructive explosion. This forms as a glowing red orb that hangs were the caster places it. This explosion can be triggered by the caster as a immediate action, or activates on its own at the end of the duration. The explosion expands out as a 100 ft spread, dealing 2d4 force damage per caster level.
Polar Ray:Evocation [Cold]
Level: Sor/Wiz 8
Components: V, S
Casting time: one standard action
Range: long (400ft+40ft/caster level)
Effect: ray of freezing energy
Duration: instantaneous
Saving throw: fort
Spell Resistance: Yes
a bolt of incredibly cold energy blasts out from the casters fingers. A target hit by this ray must make a fortitude save or takes 3d6 points of cold damage per caster level. even if the target makes the save, they take 6d6 damage. targets slain by this damage is frozen solid, as the flesh to stone spell without a save, but made of ice rather then stone(hardness and HP lowered for the new material).
Lesser Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 10ft emanation
Duration: 1 min./level
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 10ft emanation from the caster. Creatures other then the caster in the area take 1d6 damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 10).
Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 20ft emanation
Duration: 1 hour./level
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 20ft emanation from the caster. Creatures other then the caster in the area take 1d6+1 damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level(maximum 15).
Greater Aura of Ice: Evocation [Ice][Charged]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one standard action
Range: Personal
Area: 30ft emanation
Duration: 24 hours
Saving Throw: fortitude half
Spell Resistance:Yes
Immediately upon completion of the spell, and once per round thereafter, you may create an area of freezing cold around him. This extends out as a 30ft emanation from the caster. Creatures other then the caster in the area take (1d8+1) damage per caster level, with a fortitude save for half damage.
You need not create the aura 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 create or maintain the aura. You may create or maintain the aura for a total number of round equal to your caster level.
Lesser Call Lightning:Evocation [Electricity][Charged]
Level: Druid 3, Sorc/Wiz 3
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6 points of electricity damage per (caster level -3 maximum 5). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
Call Lightning:Evocation [Electricity][Charged]
Level: Druid 6, Sorc/Wiz 6
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 hour /level
Saving Throw: Reflex half, Fortitude against dazed
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 10-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d6+1 points of electricity damage per (caster level -3 maximum 10). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected,and must make a fortitude saving throw or be dazed for one round.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts).
Greater Call Lightning:Evocation [Electricity][Charged]
Level: Druid 9, Sorc/Wiz 9
Components: V, S
Casting Time: One Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 100-ft.-long vertical lines of lightning
Duration: 24 hours
Saving Throw: Reflex half, fortitude against stunned
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 30-foot-wide, 100-foot-long, vertical bolt of lightning that deals 1d8+1 points of electricity damage per (caster level-3 maximum 15). The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target squares or in the path of the bolt is affected, and must make a fortitude saving throw or be stunned for one round.
You need not call a bolt of lightning 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 bolt. You may call a total number of bolts equal to your caster level.
Lesser Meteor Swarm: Evocation [Fire][Charged]
Level:Sor/Wiz 3
Components: V, S
Casting Time:one standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 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 and flame(called a meteor). This meteor flies out from your space up to it's maximum range, you may aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d6 point of fire damage equal to (caster level -3 maximum 5), and must 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][Charged]
Level:Sor/Wiz 6
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: 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 aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 1d4 force damage equal to (caster level -3 maximum 10), and must make a reflex save or be knocked prone. The meteor then explodes, dealing 1d6 of half fire/half force damage equal to (caster level -3 maximum 10) 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][Charged]
Level:Sor/Wiz 9
Components: V, S
Casting Time:one minute
Range: Long (400 ft. + 40 ft./level)
Area: 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 aim it at a foe but hitting them requires a ranged touch attack. foes struck by a meteor are dealt 2d4 force damage per (caster level -3 maximum 15), 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 -3 maximum 15) in a twenty foot burst, requiring 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.