Carl
2013-09-22, 05:21 PM
A few spell’s I’ve come up with, still working on some more but I’d like feedback on them.
Name: Chill Darkstone Swarm
School [Notes]: Necromancy [Evil, Cold]
Level: 9th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: Four 40ft radius bursts, see text
Duration: Instantaneous
Saving Throw: Will Half and negates Level Drain, see text
Spell Resistance: Yes
Chill darkstone swarm is a very powerful and spectacular spell that is similar to Meteor Swarm in many aspects. When you cast it, four 2-foot-diameter icy spheres spring from your outstretched hand and streak in straight lines to the spots you select. The icy spheres leave an inky trail of negative energy.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d4 points of Cold damage (no save), and receives no saving throw against the sphere’s negative energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d4 points of negative energy damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Negative Energy resistance applies to each sphere’s damage individually.)
In addition any creature struck by the negative energy must make a will save or suffer 1 level of Level Drain. If the creature was allowed a save against the negative energy damage then use the results of that save, otherwise make a separate will save regardless of weather they where struck by the sphere/s or not. If a creature is struck by the negative energy bursts of multiple sphere's they may take multiple levels of drain.
The negative level/s disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).
Name: Chill Darkstone
School [Notes]: Necromancy [Evil, Cold]
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Will Half and negates Level Drain, see text
Spell Resistance: Yes
Chill darkstone is a very powerful and spectacular spell that is similar to Fireball in many aspects. When you cast it, a single 2-foot-diameter icy sphere springs from your outstretched hand and streaks in straight lines to the spots you select. The icy sphere leaves an inky trail of negative energy.
If you aim the sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by the sphere takes 2d4 points of Cold damage (no save), and receives no saving throw against the sphere’s negative energy damage (see below). If the sphere misses its target, it simply explodes at the nearest corner of the target’s space.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d4 points of negative energy damage to each creature in the area. Negative Energy resistance applies.
In addition any creature struck by the negative energy must make a will save or suffer 1 level of Level Drain. If the creature was allowed a save against the negative energy damage then use the results of that save, otherwise make a separate will save regardless of weather they where struck by the sphere.
The negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).
Two very similar spells the first quite simply is a more necromatic styled Meteor swarm, with appropriate damage types and a slight tradeoff on die size for a cute level draining side effect.
Name: Darkfire
School [Notes]: Necromancy [Evil, Cold]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Will/Fort Half, see text
Spell Resistance: No
The Caster unleashes a bolt of deathly cold Darkfire upon one Target within range. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 1D6 Cold Damage per caster level and 1D6 negative energy damage per caster level to a maximum of 20D6 each. A successful Fortitude save will half the Cold damage, whilst a successful will save will half the negative energy damage.
Name: Balefire
School [Notes]: Evocation [Fire, Force]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Will/Fort Half, see text
Spell Resistance: No
The Caster unleashes a bolt of raging Balefire upon one Target within range. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 1D6 Fire Damage per caster level and 1D6 Force damage per caster level to a maximum of 20D6 each. A successful Fortitude save will half the fire damage, whilst a successful will save will half the force damage.
Darkfire and Balefire are, (much like most spells on this list), normal and necromatic versions of the same type of spell. Balefire was actually the inspiration being a pretty nasty spell i remember from a book I read. At their core they’re simple and brutish, but still with a degree of elegance. They provide very intense single target effects of two elements 1 of which in each case is tough to avoid or slow down, to top it off two different save’s, one for each. The result is a pretty decent source of single target damage not totally lacking in weakside, but not exactly casually brushed aside.
Name: Darklight Bolt
School [Notes]: Evocation
Level: 5th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Target: One target + One per 3 Caster Levels
Duration: Instantaneous
Saving Throw: Fort Partial, see text
Spell Resistance: Yes
The Caster unleashes a bolt of darklight energy, plus one additional bolt of darklight energy for every 3 caster levels, (to a maximum of 7 at 18h level). Each bolt may target a different creature if you wish and a single target may be struck by more than one bolt. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 2D6 Negative Energy damage and is blinded. A successful Fortitude save prevents the blindness but a save must be made for each bolt a target is struck by. The blindness effect can be removed by any cure spell with a base spell level of 1st or higher, any heal spell, (including Mass), any Restoration spell, or remove curse.
Undead struck by a bolt are instead healed for 3D6.
Name: Lesser Darklight Bolt
School [Notes]: Evocation
Level: 3nd
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Fort Partial, see text
Spell Resistance: Yes
This functions as per Darklight Bolt, but with a maximum of only one bolt regardless of caster level.
2 of the spells I’m proudest of here, simple basic and direct without excessive damage, excessive multi-target effect’s, or excessive debuff’s, but with a nice dash of all.
Name: Magic Flare
School [Notes]: Evocation
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25ft. +5 ft. every 2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You unleash a blast of pure primal magic at any valid target in range.
The target takes 10 dice of untyped damage, roll 1D12 to determine the die size, (treat any results of 1 as dealing 1 damage per die and any other results that do not correspond to a specific die size as the next size down). This damage is not subject to DR or any form of energy resistance.
Magic Flare is not blocked, stopped or suppressed by Anti-magic effects, Force Wall’s, Prismatic Walls, and Prismatic Sphere’s Such affects are designed to work against more sophisticated attack’s, but the brute force of Magic Flare can penetrate them.
This isn’t the most destructive, or long ranged spell available, you can get spells with far better average damage than this a few levels lower, and many of them are multi-target. The real advantage of this is that it’s not subject to any kind of defence and requires no attack rolls. In short it’s guaranteed unblock able damage to your target.
Name: Meteor
School [Notes]: Evocation [Fire]
Level: 5th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: Yes
Meteor is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, one 2-foot-diameter sphere springs from your outstretched hand and streaks in straight lines to the spot you select. The meteor sphere leave a fiery trail of sparks.
If you aim the sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by it takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If the targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space.
Once the sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.
A cut down Meteor Swarm, what can I say really beyond that.
Name: Comet
School [Notes]: Evocation [Cold, Force]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 20ft and one 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: Yes
You conjure a massive comet into being and drop it on a targeted square where it bursts into razor sharp shards of ice and it’s raw elemental magic.
Any target in that square or any adjacent square must make a reflex save or take 8D6 Bludgeoning damage and is knocked prone. Any target struck by the Bludgeoning damage receives no save against the cold damage. Any target within a 20ft radius burst takes 12D6 Cold damage, a Reflex save, (this is in addition to the one required to avoid the Bludgeoning damage if that save was successfully made), halves this. Any target within a 40ft radius burst suffers 12D6 Force damage with no save allowed.
Just a random idea that came to me whilst considering Meteor Swarm and my Chill Darkstone Swarm.
Name: Rime
School [Notes]: Evocation, (Cold)
Level: 3rd
Components: V, S
Casting Time: 1 Standard Action
Range: Self
Target: One 30 ft emanation centred on you
Duration: 1/Round per caster level
Saving Throw: See Text
Spell Resistance: Yess
An Aura of cold surrounds you causing a rime of hoarfrost to from on everything within 30ft of you. All Opponent’s within this area suffer a -2 modifier to all attack roll’s and damage rolls, (applied before multipliers for critical’s and other effects). They also suffer a -2 modifier to all checks related to Disarm’s, Trip’s, Bull Rush’s, and Ovverun’s. Any Enemy attempting to run within the area must make a Balance check at the DC of the spell or fall prone. If the enemy start’s their run outside the area of effect they stop on the first square and make the check, falling prone their if they fail or continuing on unimpeded if they pass. Foes immune to Cold damage are immune to this effect.
Really basic Cold based debuff that comes with some small but nice negative effects, nothing overly massive, but nothing totally pointless.
Name: Tremor Wave
School [Notes]: Evocation
Level: 3rd
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25ft. +5 ft. every 2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
You shape your magic to send a powerful tremor through the Earth at your target.
Resolve an immediate Bull Rush against the target with a strength modifier to your caster level. For the purposes of this attempt you do not need to be in an adjacent square and no attack’s of opportunity apply. You may follow up and push the target back further just as with a normal bull rush and following the normal rules. Treat the attempt as if it where made by a creature of the same size as the target.
In addition to the normal rules for a Bull Rush a target pushed back takes 1D4 non-magical bludgeoning damager per 5 feet it is moved. A reflex save reduces this to non-lethal damage.
You may attempt a Bull rush against an immobile object or similar so long as it’s overall size and mass does not exceed that of a gargantuan creature. You conduct the strength check as normal, treating the object as having rolled a total of zero for it’s strength check.
What can I say I got a bit inspired by the idea of thinking how I could use making the ground shake and act up to affect an opponent. A nice effect with a bit of damage that can control an enemies position on the battlefield, but nothing that stand’s out so to speak as OTT.
Name: Shockwave
School [Notes]: Evocation
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: 75ft
Target: Cone-shaped Spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
This functions as per the spell Tremor Wave except as noted above.
In addition to the changes noted above the Strength modifier used for the Bull rush attempt increases to 1.5 times your cater level.
A multi-Target Tremor Wave, potentially very useful for grouping or spreading enemies in groups, also a bit more shove and damage due to the higher check roll’s.
Name: Shatterstrom
School [Notes]: Evocation
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (200 ft. + 20 ft./level)
Target: One 80ft radius spread
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: No
You smite the ground with magical energy causing it to burst upwards and outwards in a deadly spray of rack and dirt. Every target in the area suffers 1D8 non-magical piercing damage per Caster level to a maximum of 20D8 at caster level 20, and is knocked prone. A successful Reflex save halves the damage.
A nice direct damage effect, very subject to DR, but not subject to normal resistance’s so something of a win some lose some. No SR either since it’s the ground under you not you that’s being hit by magic. A nice alternate damage thrower.
Change Log:
Altered Chill Darkstone Swarm to drain 1 level per Sphere.
Reduced Chill Darkstone and Meteor spell level by 1
Removed SR from Balefire and Darkfire
Increased Spell Level of Darklight Bolt and Lesser Darklight Bolt by 1
Increased Comet damage to 8D6 Bludgeoning, 12D6 Cold, and 12D6 Force.
Reduced Spell level of Rime by 2
Adjusted Shockwave and Tremor Wave.
Reduced Shatterstorm Spell Level by 1
Name: Chill Darkstone Swarm
School [Notes]: Necromancy [Evil, Cold]
Level: 9th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: Four 40ft radius bursts, see text
Duration: Instantaneous
Saving Throw: Will Half and negates Level Drain, see text
Spell Resistance: Yes
Chill darkstone swarm is a very powerful and spectacular spell that is similar to Meteor Swarm in many aspects. When you cast it, four 2-foot-diameter icy spheres spring from your outstretched hand and streak in straight lines to the spots you select. The icy spheres leave an inky trail of negative energy.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d4 points of Cold damage (no save), and receives no saving throw against the sphere’s negative energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d4 points of negative energy damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Negative Energy resistance applies to each sphere’s damage individually.)
In addition any creature struck by the negative energy must make a will save or suffer 1 level of Level Drain. If the creature was allowed a save against the negative energy damage then use the results of that save, otherwise make a separate will save regardless of weather they where struck by the sphere/s or not. If a creature is struck by the negative energy bursts of multiple sphere's they may take multiple levels of drain.
The negative level/s disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).
Name: Chill Darkstone
School [Notes]: Necromancy [Evil, Cold]
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Will Half and negates Level Drain, see text
Spell Resistance: Yes
Chill darkstone is a very powerful and spectacular spell that is similar to Fireball in many aspects. When you cast it, a single 2-foot-diameter icy sphere springs from your outstretched hand and streaks in straight lines to the spots you select. The icy sphere leaves an inky trail of negative energy.
If you aim the sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by the sphere takes 2d4 points of Cold damage (no save), and receives no saving throw against the sphere’s negative energy damage (see below). If the sphere misses its target, it simply explodes at the nearest corner of the target’s space.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d4 points of negative energy damage to each creature in the area. Negative Energy resistance applies.
In addition any creature struck by the negative energy must make a will save or suffer 1 level of Level Drain. If the creature was allowed a save against the negative energy damage then use the results of that save, otherwise make a separate will save regardless of weather they where struck by the sphere.
The negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).
Two very similar spells the first quite simply is a more necromatic styled Meteor swarm, with appropriate damage types and a slight tradeoff on die size for a cute level draining side effect.
Name: Darkfire
School [Notes]: Necromancy [Evil, Cold]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Will/Fort Half, see text
Spell Resistance: No
The Caster unleashes a bolt of deathly cold Darkfire upon one Target within range. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 1D6 Cold Damage per caster level and 1D6 negative energy damage per caster level to a maximum of 20D6 each. A successful Fortitude save will half the Cold damage, whilst a successful will save will half the negative energy damage.
Name: Balefire
School [Notes]: Evocation [Fire, Force]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Will/Fort Half, see text
Spell Resistance: No
The Caster unleashes a bolt of raging Balefire upon one Target within range. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 1D6 Fire Damage per caster level and 1D6 Force damage per caster level to a maximum of 20D6 each. A successful Fortitude save will half the fire damage, whilst a successful will save will half the force damage.
Darkfire and Balefire are, (much like most spells on this list), normal and necromatic versions of the same type of spell. Balefire was actually the inspiration being a pretty nasty spell i remember from a book I read. At their core they’re simple and brutish, but still with a degree of elegance. They provide very intense single target effects of two elements 1 of which in each case is tough to avoid or slow down, to top it off two different save’s, one for each. The result is a pretty decent source of single target damage not totally lacking in weakside, but not exactly casually brushed aside.
Name: Darklight Bolt
School [Notes]: Evocation
Level: 5th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Target: One target + One per 3 Caster Levels
Duration: Instantaneous
Saving Throw: Fort Partial, see text
Spell Resistance: Yes
The Caster unleashes a bolt of darklight energy, plus one additional bolt of darklight energy for every 3 caster levels, (to a maximum of 7 at 18h level). Each bolt may target a different creature if you wish and a single target may be struck by more than one bolt. Make a Ranged touch Attack to determine if the bolt hits.
A target successfully struck by this effect takes 2D6 Negative Energy damage and is blinded. A successful Fortitude save prevents the blindness but a save must be made for each bolt a target is struck by. The blindness effect can be removed by any cure spell with a base spell level of 1st or higher, any heal spell, (including Mass), any Restoration spell, or remove curse.
Undead struck by a bolt are instead healed for 3D6.
Name: Lesser Darklight Bolt
School [Notes]: Evocation
Level: 3nd
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./level)
Target: One target
Duration: Instantaneous
Saving Throw: Fort Partial, see text
Spell Resistance: Yes
This functions as per Darklight Bolt, but with a maximum of only one bolt regardless of caster level.
2 of the spells I’m proudest of here, simple basic and direct without excessive damage, excessive multi-target effect’s, or excessive debuff’s, but with a nice dash of all.
Name: Magic Flare
School [Notes]: Evocation
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25ft. +5 ft. every 2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You unleash a blast of pure primal magic at any valid target in range.
The target takes 10 dice of untyped damage, roll 1D12 to determine the die size, (treat any results of 1 as dealing 1 damage per die and any other results that do not correspond to a specific die size as the next size down). This damage is not subject to DR or any form of energy resistance.
Magic Flare is not blocked, stopped or suppressed by Anti-magic effects, Force Wall’s, Prismatic Walls, and Prismatic Sphere’s Such affects are designed to work against more sophisticated attack’s, but the brute force of Magic Flare can penetrate them.
This isn’t the most destructive, or long ranged spell available, you can get spells with far better average damage than this a few levels lower, and many of them are multi-target. The real advantage of this is that it’s not subject to any kind of defence and requires no attack rolls. In short it’s guaranteed unblock able damage to your target.
Name: Meteor
School [Notes]: Evocation [Fire]
Level: 5th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: Yes
Meteor is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, one 2-foot-diameter sphere springs from your outstretched hand and streaks in straight lines to the spot you select. The meteor sphere leave a fiery trail of sparks.
If you aim the sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by it takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If the targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space.
Once the sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.
A cut down Meteor Swarm, what can I say really beyond that.
Name: Comet
School [Notes]: Evocation [Cold, Force]
Level: 8th
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Target: One 20ft and one 40ft radius burst, see text
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: Yes
You conjure a massive comet into being and drop it on a targeted square where it bursts into razor sharp shards of ice and it’s raw elemental magic.
Any target in that square or any adjacent square must make a reflex save or take 8D6 Bludgeoning damage and is knocked prone. Any target struck by the Bludgeoning damage receives no save against the cold damage. Any target within a 20ft radius burst takes 12D6 Cold damage, a Reflex save, (this is in addition to the one required to avoid the Bludgeoning damage if that save was successfully made), halves this. Any target within a 40ft radius burst suffers 12D6 Force damage with no save allowed.
Just a random idea that came to me whilst considering Meteor Swarm and my Chill Darkstone Swarm.
Name: Rime
School [Notes]: Evocation, (Cold)
Level: 3rd
Components: V, S
Casting Time: 1 Standard Action
Range: Self
Target: One 30 ft emanation centred on you
Duration: 1/Round per caster level
Saving Throw: See Text
Spell Resistance: Yess
An Aura of cold surrounds you causing a rime of hoarfrost to from on everything within 30ft of you. All Opponent’s within this area suffer a -2 modifier to all attack roll’s and damage rolls, (applied before multipliers for critical’s and other effects). They also suffer a -2 modifier to all checks related to Disarm’s, Trip’s, Bull Rush’s, and Ovverun’s. Any Enemy attempting to run within the area must make a Balance check at the DC of the spell or fall prone. If the enemy start’s their run outside the area of effect they stop on the first square and make the check, falling prone their if they fail or continuing on unimpeded if they pass. Foes immune to Cold damage are immune to this effect.
Really basic Cold based debuff that comes with some small but nice negative effects, nothing overly massive, but nothing totally pointless.
Name: Tremor Wave
School [Notes]: Evocation
Level: 3rd
Components: V, S
Casting Time: 1 Standard Action
Range: Short (25ft. +5 ft. every 2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
You shape your magic to send a powerful tremor through the Earth at your target.
Resolve an immediate Bull Rush against the target with a strength modifier to your caster level. For the purposes of this attempt you do not need to be in an adjacent square and no attack’s of opportunity apply. You may follow up and push the target back further just as with a normal bull rush and following the normal rules. Treat the attempt as if it where made by a creature of the same size as the target.
In addition to the normal rules for a Bull Rush a target pushed back takes 1D4 non-magical bludgeoning damager per 5 feet it is moved. A reflex save reduces this to non-lethal damage.
You may attempt a Bull rush against an immobile object or similar so long as it’s overall size and mass does not exceed that of a gargantuan creature. You conduct the strength check as normal, treating the object as having rolled a total of zero for it’s strength check.
What can I say I got a bit inspired by the idea of thinking how I could use making the ground shake and act up to affect an opponent. A nice effect with a bit of damage that can control an enemies position on the battlefield, but nothing that stand’s out so to speak as OTT.
Name: Shockwave
School [Notes]: Evocation
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: 75ft
Target: Cone-shaped Spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No
This functions as per the spell Tremor Wave except as noted above.
In addition to the changes noted above the Strength modifier used for the Bull rush attempt increases to 1.5 times your cater level.
A multi-Target Tremor Wave, potentially very useful for grouping or spreading enemies in groups, also a bit more shove and damage due to the higher check roll’s.
Name: Shatterstrom
School [Notes]: Evocation
Level: 6th
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (200 ft. + 20 ft./level)
Target: One 80ft radius spread
Duration: Instantaneous
Saving Throw: Reflex Half, See text
Spell Resistance: No
You smite the ground with magical energy causing it to burst upwards and outwards in a deadly spray of rack and dirt. Every target in the area suffers 1D8 non-magical piercing damage per Caster level to a maximum of 20D8 at caster level 20, and is knocked prone. A successful Reflex save halves the damage.
A nice direct damage effect, very subject to DR, but not subject to normal resistance’s so something of a win some lose some. No SR either since it’s the ground under you not you that’s being hit by magic. A nice alternate damage thrower.
Change Log:
Altered Chill Darkstone Swarm to drain 1 level per Sphere.
Reduced Chill Darkstone and Meteor spell level by 1
Removed SR from Balefire and Darkfire
Increased Spell Level of Darklight Bolt and Lesser Darklight Bolt by 1
Increased Comet damage to 8D6 Bludgeoning, 12D6 Cold, and 12D6 Force.
Reduced Spell level of Rime by 2
Adjusted Shockwave and Tremor Wave.
Reduced Shatterstorm Spell Level by 1