Single Shot Zombie
2007-03-21, 11:23 AM
I had some inspiration to come up with a bunch of spells. Please tell me if these are unbalanced, or need to be changed in any way. Thanks! :smallwink:
(EDIT 23/03/2007: Changes made in orange.)
Barrier
Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You form a translucent barrier around your own person. This barrier provides DR 20/- against physical damage, and grants temporary immunity to all energy damage. The barrier can absorb up to a total of 12 damage of either type per caster level (maximum 180 points at 15th level) before being discharged. The barrier also screens out small particles, rendering the caster immune to inhaled poisons, and the effects of spells such as glitterdust. In no way does this spell allow the caster to breath underwater. The caster can still be tripped, grappled, or bull-rushed, and adverse terrain (or spells such as solid fog) stil slows movement as normal. Spells that deal ability damage, ability drain or energy drain have their normal effect.
Material Component: A mix of ruby, sapphire, emerald and diamond dust worth 250 gp.
Explosive Retort
Evocation
Level: Sor/Wiz 3, Warmage 3
Components: V
Casting Time: 1 swift action
Range: 5 ft.
Area: 5-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Calling up a reserve of energy, the caster releases this in a sudden explosion, blasting away any creatures next to him or her.
All creatures in the area take 1d4 force damage per two caster levels (maximum 5d4); a Reflex save halves this damage. In addition, creatures that fail a Strength check (DC equal to the spell's save DC; creatures add their size modifier and stability bonus to this check) are blasted backwards 5 feet for every 5 points of damage taken (minimum 5 ft.). If a wall or other solid object prevents a creature from being pushed back, the creature instead slams into the object, the impact dealing the spell's damage again in bludgeoning damage (no save). The movement caused by explosive retort does not provoke attacks of opportunity.
Fell Recovery
Necromancy
Level: Clr 4, Drd 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster taps into the target creature's own life-force in order to restore its body, healing the target of great amounts of damage. However, this method of restoration has an adverse effect on the target's own well-being.
When cast, fell recovery restores 12 hit points of damage per caster level to the target, to a maximum of 180 points at 15th level. However, this also inflicts 1d2 negative levels on the target. The target may attempt a save to resist the energy drain, but in doing so it also forgoes the healing, wasting the caster's spell. The negative levels persist for 1 hour per caster level, and typically do not last long enough for the target to suffer permanent level drain.
(EDIT 23/03/2007: Changes made in orange.)
Barrier
Abjuration
Level: Clr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You form a translucent barrier around your own person. This barrier provides DR 20/- against physical damage, and grants temporary immunity to all energy damage. The barrier can absorb up to a total of 12 damage of either type per caster level (maximum 180 points at 15th level) before being discharged. The barrier also screens out small particles, rendering the caster immune to inhaled poisons, and the effects of spells such as glitterdust. In no way does this spell allow the caster to breath underwater. The caster can still be tripped, grappled, or bull-rushed, and adverse terrain (or spells such as solid fog) stil slows movement as normal. Spells that deal ability damage, ability drain or energy drain have their normal effect.
Material Component: A mix of ruby, sapphire, emerald and diamond dust worth 250 gp.
Explosive Retort
Evocation
Level: Sor/Wiz 3, Warmage 3
Components: V
Casting Time: 1 swift action
Range: 5 ft.
Area: 5-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Calling up a reserve of energy, the caster releases this in a sudden explosion, blasting away any creatures next to him or her.
All creatures in the area take 1d4 force damage per two caster levels (maximum 5d4); a Reflex save halves this damage. In addition, creatures that fail a Strength check (DC equal to the spell's save DC; creatures add their size modifier and stability bonus to this check) are blasted backwards 5 feet for every 5 points of damage taken (minimum 5 ft.). If a wall or other solid object prevents a creature from being pushed back, the creature instead slams into the object, the impact dealing the spell's damage again in bludgeoning damage (no save). The movement caused by explosive retort does not provoke attacks of opportunity.
Fell Recovery
Necromancy
Level: Clr 4, Drd 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster taps into the target creature's own life-force in order to restore its body, healing the target of great amounts of damage. However, this method of restoration has an adverse effect on the target's own well-being.
When cast, fell recovery restores 12 hit points of damage per caster level to the target, to a maximum of 180 points at 15th level. However, this also inflicts 1d2 negative levels on the target. The target may attempt a save to resist the energy drain, but in doing so it also forgoes the healing, wasting the caster's spell. The negative levels persist for 1 hour per caster level, and typically do not last long enough for the target to suffer permanent level drain.