Triaxx
2007-01-02, 09:30 PM
---(Spells)
RockFin
Conjuration
Level: Wizard 3
Components: V, M
Casting Time: 1 standard action
Range: 50ft./level Max: 500ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: DC 12 Fort (half damage)
Spell Resistance: No
Using a few words and a local stone as a Catalyst, the wizard forms a two foot tall fin of rock, sent racing at a target.
Fin does damage according to size. 1d4+1 against medium or large size targets. 1d6+1 against small size targets. 1d8+2 against tiny size targets, plus acts as if target was bull rushed using caster's Intelligence instead of Strength.
---
Greater RockFin
Conjuration
Level: Wizard 6
Components: V, S, M
Casting Time: 1 full action
Range: 50ft./level Max: 500ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: DC 16 Fort (half damage)
Spell Resistance: No
Picking his stone carefully the wizard is able to generate a much larger fin, of four feet in height.
A greater RockFin increases damage to 2d4+2 against medium size or larger targets, 2d6+2 against small size targets, plus acts as if target was bull rushed using Caster's Intelligence instead of Strength, and 2d8+4 against tiny size targets with a DC 22 Fort Save or be destroyed.
---
Triaxx Arc of Fire
Evocation
Level: Sorceror/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 30'
Target: 10' x 25' striking one square back each square from center
Duration: Instantaneous
Saving Throw: DC 14 Relfex half
Spell Resistance: Yes
With a word and wave of the hand, the wizard commands a blast of fire to burst up from beneath the opponent in an arc.
Arc does 2d10 fire damage per three caster levels, capping at 6d10 at level 9.
---
Gate Destroyer
Evocation
Level: Cleric/Druid/Sorceror/Wizard 3
Components: V, S, XP
Casting Time: 1 full action
Range: 10ft+5/per caster level Touch
Target: One Door/Gate
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Focus:Masterwork Adamantite Hammer
Targeting a Gate for destruction is a difficult choice and the gate should be checked for traps, and spells before making the attempt. A backfire from a Gate Destroyer spell is not a pleasant experience. Raising the hammer towards the offending gate, the mage intones the words, causing a discharge of pure energy to be channeled through the hammer, and into the gate. A roll is then made, using casters INT stat to calculate Base Attack Bonus. Crit range is 1-2, 19-20.
There are several possible outcomes to targetting a door with Gate Destroyer, samples of which are:
1:Gate shatters inwards showering anything within 15' with wood splinters doing 1d4 points of damage.
2:Gate is destroyed, and topples in causing a DC 10 reflex save or be knocked unconscious to any creature directly behind the door.
3:Gate is unaffected.
4:A Critical hit is rolled. Gate is obliterated, but backlash from the spell forces a DC 18 Reflex save or be knocked flat.
5:A Critical Miss is rolled, Gate remains standing, and backlash does 2d10 damage to caster, with DC 22 Reflex for half. Automatically knocked flat.
Gate Destroyer has no effect on animate objects, though may be used on constructs at GM's discretion.
---
Storm Wind
Evocation
Level: Sorceror/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 20'
Target: Ground
Duration: 1d4 rounds+1/caster level
Saving Throw: None
Spell Resistance: No
Storm Wind summons a powerful gust of wind, 15' across, and 20' high. This wind is powerful enough to cause serious trouble for casters, and archers alike. Arrows have a -2 to hit, and the target gains +2 to AC against the arrow, affecting arrows fired into, or through the wind, including those launched from within it. Spell casters may cast through the wind without negative effect, but must make a DC 12 concentration check to cast from within the confines of the wind. Melee attacks, and sling stones, are unaffected.
---
Last Call
Necromancy
Level: Cleric 4
Components: V, S, M, XP
Casting Time: 1 Full action
Range: 10d4'
Target: 2d4 corpses
Duration: 4d8 rounds
Saving Throw: None
Spell Resistance: No
Material Component:One skeleton skull/50gp, one bell (any), 200 xp per corpse
Created by a priest of Vecna after the end of a battle between the forces of a northern kingdom, and the armies of a barbarian horde. The battle was over for the most part, but a group of late coming berserkers ambushed the priest and his companions, who were beginning the clean up. The others fled, but the priest was incensed at the inherent stupidity of the Berserkers, and decided to chastise them. The cleric began to ring his bell, and pray to Vecna. Whether it was his god who heard, or another, it's uncertain, but the dead warriors on the field rose to their feet around him. The shuffling zombies crashed into the Berserker horde, and plowed them under. The bodies collapsed moments later, followed by the exhausted preist. The Berserkers broke free, and fled the field, seeing the priest look up at them, and then the cloud of dust as a group of Cavalry approached.
The spell fully exhausts the priest upon casting, thus making it the Priest's Last Call, as well as that of the warriors it raises. The warriors may return as Zombies, Skeletons, or if the Priest is over level 15, they may return as Skeleton Warriors. They gain caster level d6 hit points upon resurrection, making them more powerful than normal creatures.
---(Items/Enchantments)
Ioun Stone of Morning Sun/Evening Moon
A sphere of ten inches around, glowing the bright red/yellow of the morning sun, or the pale grey/white of the evening moon. From the stones exudes a bright light, giving the wearer a powerful light source. This lowers their ability to hide (+2 to enemy spot checks), and gives others a bonus when shooting at them while concealed(+2 to hit roll).
Cost: 24,000 gp, Blessing of a priest of good or evil, 5,000xp
Solar Flare/Full Moonlight
Once per day, the stone is able to flare brightly, increasing the light, and the range of vision by 1d4 feet in dark places. This provides a +2 bonus to spot, and search checks.
Nova Flare
Usable once per day, the stone darkens momentarily, before flaring ten times as bright as during Solar Flare/Full Moonlight. Enemies must make a DC 18 reflex save or be blinded for 1d4 rounds, and Werewolves must make a DC 22 reflex save, or change forms involuntarily.
---
Potion of Breath
Effect: A potion of Breath lasts for 8 hours from it's initial use, and does not interfere with breathing, or speech. One potion contains three doses.
Cost: Purchase: 10,000gp Brew: 5,000gp, Water Breathing/Scroll of Water Breathing, DC 22 Brew Potion Check.
Singing Blade
Cost: 5,000gp, +1 blade or better, Bard Song.
Effect: A Singing Blade may be crafted in one of three ways. It may be crafted with beneficial bard song, defensive bard song, or offensive bard song.
Beneficial Bard song causes the blade to perform as it is swung, increasing the luck and attack rolls of it's wielder by +1, and increasing their will save vs. charm type spells by two.
Defensive Bard song causes the blade to perform as long as it is drawn, usually softly and in the background, but increasing in volume and tempo as enemies approach. However, the wielder must succeed on a listen check to detect the change in the song.
Offensive Bard song is often described as nails on a chalk board. It serves to distract opponents, and anyone with in 10' of the wielder must make a concentration check when attempting to attack or cast spells. Movement actions are unaffected. The wielder is also immune to the swords effects.
---(Feats)
Crimson Thorns
Prereq: Druid 6, WIS 11
Effects: Crimson Thorns can be applied to either Entangle, or Barkskin spells. Crimson Thorns lasts for the duration of Entangle and Barkskin, and does 1d4 damage per round, or on each successful attack against the Druid. Applied as Metamagic with a level adjustment of +3.
Additionally, Druids may enchant weapons with this spell, adding +1d4 damage.
Some of these have already been posted in other locations, and balanced there, but if you see something missed with any of them, feel free to let me know.
RockFin
Conjuration
Level: Wizard 3
Components: V, M
Casting Time: 1 standard action
Range: 50ft./level Max: 500ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: DC 12 Fort (half damage)
Spell Resistance: No
Using a few words and a local stone as a Catalyst, the wizard forms a two foot tall fin of rock, sent racing at a target.
Fin does damage according to size. 1d4+1 against medium or large size targets. 1d6+1 against small size targets. 1d8+2 against tiny size targets, plus acts as if target was bull rushed using caster's Intelligence instead of Strength.
---
Greater RockFin
Conjuration
Level: Wizard 6
Components: V, S, M
Casting Time: 1 full action
Range: 50ft./level Max: 500ft.
Target: One Creature
Duration: Instantaneous
Saving Throw: DC 16 Fort (half damage)
Spell Resistance: No
Picking his stone carefully the wizard is able to generate a much larger fin, of four feet in height.
A greater RockFin increases damage to 2d4+2 against medium size or larger targets, 2d6+2 against small size targets, plus acts as if target was bull rushed using Caster's Intelligence instead of Strength, and 2d8+4 against tiny size targets with a DC 22 Fort Save or be destroyed.
---
Triaxx Arc of Fire
Evocation
Level: Sorceror/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 30'
Target: 10' x 25' striking one square back each square from center
Duration: Instantaneous
Saving Throw: DC 14 Relfex half
Spell Resistance: Yes
With a word and wave of the hand, the wizard commands a blast of fire to burst up from beneath the opponent in an arc.
Arc does 2d10 fire damage per three caster levels, capping at 6d10 at level 9.
---
Gate Destroyer
Evocation
Level: Cleric/Druid/Sorceror/Wizard 3
Components: V, S, XP
Casting Time: 1 full action
Range: 10ft+5/per caster level Touch
Target: One Door/Gate
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Focus:Masterwork Adamantite Hammer
Targeting a Gate for destruction is a difficult choice and the gate should be checked for traps, and spells before making the attempt. A backfire from a Gate Destroyer spell is not a pleasant experience. Raising the hammer towards the offending gate, the mage intones the words, causing a discharge of pure energy to be channeled through the hammer, and into the gate. A roll is then made, using casters INT stat to calculate Base Attack Bonus. Crit range is 1-2, 19-20.
There are several possible outcomes to targetting a door with Gate Destroyer, samples of which are:
1:Gate shatters inwards showering anything within 15' with wood splinters doing 1d4 points of damage.
2:Gate is destroyed, and topples in causing a DC 10 reflex save or be knocked unconscious to any creature directly behind the door.
3:Gate is unaffected.
4:A Critical hit is rolled. Gate is obliterated, but backlash from the spell forces a DC 18 Reflex save or be knocked flat.
5:A Critical Miss is rolled, Gate remains standing, and backlash does 2d10 damage to caster, with DC 22 Reflex for half. Automatically knocked flat.
Gate Destroyer has no effect on animate objects, though may be used on constructs at GM's discretion.
---
Storm Wind
Evocation
Level: Sorceror/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 20'
Target: Ground
Duration: 1d4 rounds+1/caster level
Saving Throw: None
Spell Resistance: No
Storm Wind summons a powerful gust of wind, 15' across, and 20' high. This wind is powerful enough to cause serious trouble for casters, and archers alike. Arrows have a -2 to hit, and the target gains +2 to AC against the arrow, affecting arrows fired into, or through the wind, including those launched from within it. Spell casters may cast through the wind without negative effect, but must make a DC 12 concentration check to cast from within the confines of the wind. Melee attacks, and sling stones, are unaffected.
---
Last Call
Necromancy
Level: Cleric 4
Components: V, S, M, XP
Casting Time: 1 Full action
Range: 10d4'
Target: 2d4 corpses
Duration: 4d8 rounds
Saving Throw: None
Spell Resistance: No
Material Component:One skeleton skull/50gp, one bell (any), 200 xp per corpse
Created by a priest of Vecna after the end of a battle between the forces of a northern kingdom, and the armies of a barbarian horde. The battle was over for the most part, but a group of late coming berserkers ambushed the priest and his companions, who were beginning the clean up. The others fled, but the priest was incensed at the inherent stupidity of the Berserkers, and decided to chastise them. The cleric began to ring his bell, and pray to Vecna. Whether it was his god who heard, or another, it's uncertain, but the dead warriors on the field rose to their feet around him. The shuffling zombies crashed into the Berserker horde, and plowed them under. The bodies collapsed moments later, followed by the exhausted preist. The Berserkers broke free, and fled the field, seeing the priest look up at them, and then the cloud of dust as a group of Cavalry approached.
The spell fully exhausts the priest upon casting, thus making it the Priest's Last Call, as well as that of the warriors it raises. The warriors may return as Zombies, Skeletons, or if the Priest is over level 15, they may return as Skeleton Warriors. They gain caster level d6 hit points upon resurrection, making them more powerful than normal creatures.
---(Items/Enchantments)
Ioun Stone of Morning Sun/Evening Moon
A sphere of ten inches around, glowing the bright red/yellow of the morning sun, or the pale grey/white of the evening moon. From the stones exudes a bright light, giving the wearer a powerful light source. This lowers their ability to hide (+2 to enemy spot checks), and gives others a bonus when shooting at them while concealed(+2 to hit roll).
Cost: 24,000 gp, Blessing of a priest of good or evil, 5,000xp
Solar Flare/Full Moonlight
Once per day, the stone is able to flare brightly, increasing the light, and the range of vision by 1d4 feet in dark places. This provides a +2 bonus to spot, and search checks.
Nova Flare
Usable once per day, the stone darkens momentarily, before flaring ten times as bright as during Solar Flare/Full Moonlight. Enemies must make a DC 18 reflex save or be blinded for 1d4 rounds, and Werewolves must make a DC 22 reflex save, or change forms involuntarily.
---
Potion of Breath
Effect: A potion of Breath lasts for 8 hours from it's initial use, and does not interfere with breathing, or speech. One potion contains three doses.
Cost: Purchase: 10,000gp Brew: 5,000gp, Water Breathing/Scroll of Water Breathing, DC 22 Brew Potion Check.
Singing Blade
Cost: 5,000gp, +1 blade or better, Bard Song.
Effect: A Singing Blade may be crafted in one of three ways. It may be crafted with beneficial bard song, defensive bard song, or offensive bard song.
Beneficial Bard song causes the blade to perform as it is swung, increasing the luck and attack rolls of it's wielder by +1, and increasing their will save vs. charm type spells by two.
Defensive Bard song causes the blade to perform as long as it is drawn, usually softly and in the background, but increasing in volume and tempo as enemies approach. However, the wielder must succeed on a listen check to detect the change in the song.
Offensive Bard song is often described as nails on a chalk board. It serves to distract opponents, and anyone with in 10' of the wielder must make a concentration check when attempting to attack or cast spells. Movement actions are unaffected. The wielder is also immune to the swords effects.
---(Feats)
Crimson Thorns
Prereq: Druid 6, WIS 11
Effects: Crimson Thorns can be applied to either Entangle, or Barkskin spells. Crimson Thorns lasts for the duration of Entangle and Barkskin, and does 1d4 damage per round, or on each successful attack against the Druid. Applied as Metamagic with a level adjustment of +3.
Additionally, Druids may enchant weapons with this spell, adding +1d4 damage.
Some of these have already been posted in other locations, and balanced there, but if you see something missed with any of them, feel free to let me know.