Yeril
2007-07-18, 08:22 PM
Heres two spells ive Homebrewed for my Elven Warmage named Yeril Liadon and I think ive worked out all the bugs, Ive got several opinions but can't have too many pointers can you.
Yeril's Arcane Arrow
Yeril's Arcane Arrow
Evocation [Force]
Level: 1 Sor/Wiz
Components: V, S, F, M
Casting Time: 1 standard action
Range: 30ft
Area: Line
Duration: Instantanous
Saving Throw: Reflex negates
Spell resistance: Yes
You release a powerful Beam of Arcane energy that deals 2d4+1/level (max 2d4+5) force damage to each creature in its path. Like the spell Magic Missile, this spell can be stopped with the Shield spell.
Material component; a pinch of copper oxide.
Arcane Focus; An arrow of atleast Masterwork Quality
Pro's;
- Low level Area of Effect spell
- Force damage
- High damage at CL level 1-2 compared to most spells of its level
Con's;
- Low damage at CL 3+ compared to most spells of its level
- Reflex Negates
- Negated by Shield spell
Yeril's Elemental Flare
Yeril's Elemental Flare
Evocation
Level: 2 Sor/Wiz
Components: V, S, F
Casting Time: 1 Standard action
Range: Thrown
Area; 5ft radius
Duration: 1round /level or until discharged
Saving Throw: Reflex Half
Spell resistance: Yes
You summon up a ball of elemental energy in the form of a swirling mass of colours, you can Throw the ball at casting as a free action or hold it for up to 1 round/level and throw it as a standard action, after this time the energy is lost
The ball of energy can be thrown as a ranged touch attack against a square with range Inc. of 10ft, dealing 1d6 damage/level to a maximum of 10d6 to all in a 5ft radius. If it misses, treat it as a missed splash weapon.
The type of damage is elemental, Roll D% to find out what kind
1-25% Acid
26-50% Cold
51-75% Electricity
76-100% Fire
Arcane Focus; A Glove inscribed with 4 elemental runes worth 50gp, which is to be worn during casting
Pro's;
- Area of effect attack
- Very high damage compared to most spells of its level
- Random energy may be at a advantage (eg. rolling Fire against a creature with Fire vulnerbilty)
Con's;
- Requires an Arcane focus
- Very short range of 50ft (at a -10 penalty to hit)
- Low Accuracy
- Random energy may be at a disadvantage (eg. rolling Fire against a creature with Fire immunity)
Any opinions on these spells? Good? Awesome? Too powerful? Not powerful enough? Good-spell-but-whats-with-the-crappy-name? If over/underpowered Suggestions on how to help?
Yeril's Arcane Arrow
Yeril's Arcane Arrow
Evocation [Force]
Level: 1 Sor/Wiz
Components: V, S, F, M
Casting Time: 1 standard action
Range: 30ft
Area: Line
Duration: Instantanous
Saving Throw: Reflex negates
Spell resistance: Yes
You release a powerful Beam of Arcane energy that deals 2d4+1/level (max 2d4+5) force damage to each creature in its path. Like the spell Magic Missile, this spell can be stopped with the Shield spell.
Material component; a pinch of copper oxide.
Arcane Focus; An arrow of atleast Masterwork Quality
Pro's;
- Low level Area of Effect spell
- Force damage
- High damage at CL level 1-2 compared to most spells of its level
Con's;
- Low damage at CL 3+ compared to most spells of its level
- Reflex Negates
- Negated by Shield spell
Yeril's Elemental Flare
Yeril's Elemental Flare
Evocation
Level: 2 Sor/Wiz
Components: V, S, F
Casting Time: 1 Standard action
Range: Thrown
Area; 5ft radius
Duration: 1round /level or until discharged
Saving Throw: Reflex Half
Spell resistance: Yes
You summon up a ball of elemental energy in the form of a swirling mass of colours, you can Throw the ball at casting as a free action or hold it for up to 1 round/level and throw it as a standard action, after this time the energy is lost
The ball of energy can be thrown as a ranged touch attack against a square with range Inc. of 10ft, dealing 1d6 damage/level to a maximum of 10d6 to all in a 5ft radius. If it misses, treat it as a missed splash weapon.
The type of damage is elemental, Roll D% to find out what kind
1-25% Acid
26-50% Cold
51-75% Electricity
76-100% Fire
Arcane Focus; A Glove inscribed with 4 elemental runes worth 50gp, which is to be worn during casting
Pro's;
- Area of effect attack
- Very high damage compared to most spells of its level
- Random energy may be at a advantage (eg. rolling Fire against a creature with Fire vulnerbilty)
Con's;
- Requires an Arcane focus
- Very short range of 50ft (at a -10 penalty to hit)
- Low Accuracy
- Random energy may be at a disadvantage (eg. rolling Fire against a creature with Fire immunity)
Any opinions on these spells? Good? Awesome? Too powerful? Not powerful enough? Good-spell-but-whats-with-the-crappy-name? If over/underpowered Suggestions on how to help?