rferries
2017-09-17, 02:30 AM
In my last attempt to dismantle Evocation, people felt that it didn't deserve to be wiped out. Design goals for this round are:
"Reclaiming" Evocation effects from others schools (mostly Conjuration ([Acid]), to make Evocation worthwhile
Streamlining many Evocation effects into multiple-choice spells similar to the "energy" powers from psionics. General Evocation theme is damaging spells (other than negative energy), [Light] spells, and some force effects.
No caster-level cap for Evocation spells (alternatively, could have a non-epic version of Enhance Spell (http://www.d20srd.org/srd/epic/feats.htm#enhanceSpell)), and other buffs (e.g. burst and cone spells with level-dependent areas)
All Evocation spells presented here allow a save of some kind for half damage
All due credit to nonsi's Spellfire (http://www.giantitp.com/forums/showthread.php?534395-Force-Missile-Mage-meets-Warlock-via-arcane-feats-(P-E-A-C-H)) thread for inspiration!
n.b. "subsumed" = deleted entirely or replaced by the new spells
0th- acid splash and ray of frost are subsumed
1st- burning hands, magic missile, and shocking grasp are subsumed
-colour spray now [Light] Evocation instead of [Pattern] Illusion
-n.b unseen servant is still Conjuration but it gains the [Force] descriptor
2nd-acid arrow and pyrotechnics now Evocation
-pyrotechnics gains [Fire] and [Light] descriptors
-scorching ray is subsumed
-hypnotic pattern now [Light] Evocation instead of [Pattern] Illusion
3rd-fireball and lightning bolt are subsumed
-flaming arrow now Evocation
4th-wall of fire and wall of ice are subsumed
-rainbow pattern now [Light] Evocation instead of [Pattern] Illusion
5th-cone of cold is subsumed
6th-acid fog and chain lightning are subsumed
-disintegrate now [Force] Evocation
7th-prismatic spray now [Light]
8th-incendiary cloud and polar ray are subsumed
-scintillating pattern now [Light] Evocation instead of [Pattern] Illusion
9th-meteor swarm is subsumed
Minor Energy Ray
Evocation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a ray that deals 1d6 points of damage of that energy type. The ray requires a ranged touch attack to hit.
The energy type you choose has certain additional effects (see energy strike), though your caster level is reduced by one-half for the purpose of these effects. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Flare
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 5-ft.-radius burst or 15-ft. cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate a either a 5-foot radius burst or a 15-foot cone that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the burst or cone may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Strike
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: See text
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and imbue that energy type into your attacks. For the remainder of that round, your melee and ranged weapon attacks deal an additional 1d6 points of damage per caster level of the chosen energy type. Creatures struck by your attacks are allowed Reflex saves for each attack to halve the additional damage. If a creature has spell resistance, it applies to this effect.
The extra damage from this spell applies to attacks you make with weapons, natural weapons, and unarmed strikes, but not to attack rolls made for touch or ray spells. You may also choose to make melee touch attacks in place of unarmed strikes.
The energy type you choose has certain additional effects, as follows:
Acid
The damage die of the spell is reduced by one step (e.g.from d6 to d4). On your next turn, any creature that failed a save against this spell must make a Fortitude save or take 1 point of Constitution damage per two caster levels.
Cold
The damage die of the spell is increased by one step (e.g. from d6 to d8) against water creatures, and the save against this spell is a Fortitude save rather than a Reflex save. On your next turn, any creature that failed a save against this spell must make an additional Fortitude save or take 1 point of Dexterity damage per two caster levels.
Electricity
The damage die of the spell is increased by one step (e.g. from d6 to d8) against metallic creatures, water creatures, and creatures wearing metal armour or in contact with water. On your next turn, any creature that failed a save against this spell must make a Will save or take 1 point of Strength damage per two caster levels. The spell sets fire to combustibles and can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Fire
The damage die of this spell is increased by one step (e.g. from d6 to d8) against plant creatures. On your next turn, any creature (or unattended flammable object) that failed a save against this spell must make an additional Reflex save or be immolated. Immolated creatures and objects take 1d6 points of fire damage per two caster levels on the end of their turns. A creature or object that takes at least 1 point of cold damage or spends a full-round action to smother the flames is no longer immolated. The spell can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Sonic
The damage die of the spell is increased by one step (e.g. from d6 to d8) against crystalline creatures and objects, and is reduced by one step (e.g. from d6 to d4) against all other creatures and objects. The save against this spell is a Fortitude save rather than a Reflex save. On your next turn, any creature that failed a save against this spell must make a Will save or take 1 point of Wisdom damage per two caster levels.
Creatures and objects only suffer the above effects once per casting of the spell, even if they fail more than one save against that casting.
When you use a this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Missiles
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to target/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a missile from your fingertips, dealing 1d6 points of damage of the chosen energy type to a target creature or object. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature or object can’t be singled out.
You fire up to one missile per two caster levels. If you shoot multiple missiles, you can have them strike a single target or several targets. A single missile can strike only one target. You must designate targets before you check for spell resistance or roll damage.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Ray
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and gain the ability to fire rays of that energy type in place of making attacks. For the remainder of that round, you may fire one ray in place of any attack you would otherwise be permitted. Each ray requires a ranged touch attack to hit (using your base attack bonus for iterative attacks) and deals 1d6 points of damage per caster level of the chosen energy type. If you make a full attack, you may fire one additional ray at your full attack bonus.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Bolt
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Long (400 ft. + 40 ft./level) line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a bolt that deals 1d6 points of damage per caster level of the chosen energy type. The bolt starts at your fingertips and damages all creatures and unattended objects in its area. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Burst
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 5-foot/level radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and produce an explosion that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the explosion is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Aura
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One round/level
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and wreathe yourself in an aura of the chosen energy type. Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage per two caster levels of the chosen energy type. Attackers are allowed Reflex saves for each attack to halve the additional damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Wall
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft. per two levels or a sphere of energy with a radius of 1 ft./level; either form 5 ft. high per caster level
Duration: Concentration plus 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and produce an wall of that type of energy. One side of the wall, selected by you, sends forth waves of energy, dealing 1d6 points of damage per two caster levels to creatures within 10 feet and 1d6 points of damage per three caster levels to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 1d6 points of damage per caster level to any creature passing through it. All damage dealt by the wall is of the chosen energy type.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
Crystallised Energy
You may choose to produce a wall of concentrated energy that physically blocks passage. If you do so, the wall does not generate waves of energy. Instead, each 10-foot section of the wall gains 3 hit points per caster level. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the wall has been broken through, a sheet of energy remains. Any creature stepping through it (including the one who broke through the wall) takes damage as for the wave-generating wall (Reflex half).
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Wall of energy can be made permanent with a permanency spell.
Energy Cone
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close (25 ft. + 5 ft./2 levels) cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate a cone that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the cone may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Field
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Up to 10 ft./level or Medium (100 ft. + 10 ft./level)
Area: Up to 10-ft.-radius/level emanation
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and are surrounded by an emanation that surrounds you and moves with you. The emanation deals 1d6 points of damage per three caster levels of the chosen energy type to all creatures and unattended objects within the spells area. If the damage caused to an interposing barrier shatters or breaks through it, the emanation may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
You may instead choose to generate the emanation at any point within 100 feet plus 10 feet per caster level. If you do so, the emanation is immobile unless you spend a standard action to move it up to 30 feet in any direction.
In either case, you are immune to your own emanation.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Chain
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Long (400 ft. + 40 ft./level) line; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate an arcing bolt of energy from your fingertips that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
You may direct the bolt's path as you choose in 5-foot increments; it may cross itself or even double back directly on itself as you wish. You may also cause the bolt to fork at any number of points; each fork splits into any number of new bolts and you determine the course of each as above. The total area of the original bolt plus all additional bolts cannot exceed the spell's area. A given creature is only struck once by this spell, regardless of how many overlapping bolt areas it is within.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Beam
Evocation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) line; see text
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a powerful beam that deals 1d6 points of the damage of the chosen energy type. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The energy type you choose has certain additional effects (see energy strike). Creatures damaged by the beam must make saves against the additional effects as though they had failed their first save against the spell. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Storm
Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Four Close (25 ft. + 5 ft./2 levels).-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Upon casting this spell, four 2-foot-diameter orbs spring from your outstretched hand and streak in straight lines to the spots you select. If you aim an orb at a specific creature, you may make a ranged touch attack to strike the target with the orb. Any creature struck by one of these orbs takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the orb’s energy damage (see below). If a targeted orb misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one orb at the same target.
Once an orb reaches its destination, it explodes in a spread with a radius of 25 feet + 5 feet per two caster levels. Each creature in the spread takes 1d6 points of damage per three caster levels of your choice of acid, cold, electricity, fire, or sonic damage. If a creature is within the area of more than one orb, it must save separately against each. (Energy resistance applies to each orb’s damage individually.)
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per per energy type per casting of the spell, even if they fail more than one save against that energy type. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Paraelemental Spell [Metamagic]
Your spells combine the energies of multiple elements.
Prerequisites
Spell Focus (evocation), Greater Spell Focus (evocation).
Benefits
Whenever you cast an energy spell, you may choose two types of energy from the list of energy types you can select. One-half of the damage dealt by the spell is of the first energy type, and the other half is of the second type. All other effects of the energy type stack. If the energy types use different saving throws for half damage, you may choose the saving throw the spell uses.
For example, a wizard with this feat could cast an energy cone that dealt both acid and sonic damage. The damage die of the spell would be reduced two steps (to d3), and the wizard chooses either Fortitude or Reflex for the saving throw. Any creature that failed their saving throw would have to make an additional Fortitude save to avoid Constitution damage, and a Will save to avoid Wisdom damage.
Use the Force [Metamagic] ;)
You have grown adept in the use of force energy.
Prerequisites
Spell Focus (evocation), Greater Spell Focus (evocation)
Benefits
Whenever you cast an energy spell, add force energy to the list of energy types you can select.
Force
The damage die of the spell is reduced by one step (e.g. from d6 to d4). Any creature that fails a save against this spell must make an additional Fortitude save or be knocked 5 feet in the direction of your choice and fall prone.
Warmage [Metamagic]
You have mastered destructive magic.
Prerequisites
Battle sorcerer variant or specialist wizard (evoker), Spell Focus (evocation).
Benefits
You gain the ability to spontaneously cast energy spells. As a standard action you may expend a prepared or open spell slot to cast any energy spell of an equal or lower level.
If you are a spontaneous caster, one energy spell per spell level you can cast does not count towards your spells known. You automatically know one energy spell of each spell level you can cast.
Open to suggestions for toning down/increasing the power level of the new spells. Should the ability damage be reduced to 1 point per 3 caster levels? Should they deal actual status effects e.g. sonic spells that daze or deafen or stun? Should acid spells simply do extra damage (a la acid arrow) instead of Constitution damage? Should energy aura be level 7+?
"Reclaiming" Evocation effects from others schools (mostly Conjuration ([Acid]), to make Evocation worthwhile
Streamlining many Evocation effects into multiple-choice spells similar to the "energy" powers from psionics. General Evocation theme is damaging spells (other than negative energy), [Light] spells, and some force effects.
No caster-level cap for Evocation spells (alternatively, could have a non-epic version of Enhance Spell (http://www.d20srd.org/srd/epic/feats.htm#enhanceSpell)), and other buffs (e.g. burst and cone spells with level-dependent areas)
All Evocation spells presented here allow a save of some kind for half damage
All due credit to nonsi's Spellfire (http://www.giantitp.com/forums/showthread.php?534395-Force-Missile-Mage-meets-Warlock-via-arcane-feats-(P-E-A-C-H)) thread for inspiration!
n.b. "subsumed" = deleted entirely or replaced by the new spells
0th- acid splash and ray of frost are subsumed
1st- burning hands, magic missile, and shocking grasp are subsumed
-colour spray now [Light] Evocation instead of [Pattern] Illusion
-n.b unseen servant is still Conjuration but it gains the [Force] descriptor
2nd-acid arrow and pyrotechnics now Evocation
-pyrotechnics gains [Fire] and [Light] descriptors
-scorching ray is subsumed
-hypnotic pattern now [Light] Evocation instead of [Pattern] Illusion
3rd-fireball and lightning bolt are subsumed
-flaming arrow now Evocation
4th-wall of fire and wall of ice are subsumed
-rainbow pattern now [Light] Evocation instead of [Pattern] Illusion
5th-cone of cold is subsumed
6th-acid fog and chain lightning are subsumed
-disintegrate now [Force] Evocation
7th-prismatic spray now [Light]
8th-incendiary cloud and polar ray are subsumed
-scintillating pattern now [Light] Evocation instead of [Pattern] Illusion
9th-meteor swarm is subsumed
Minor Energy Ray
Evocation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a ray that deals 1d6 points of damage of that energy type. The ray requires a ranged touch attack to hit.
The energy type you choose has certain additional effects (see energy strike), though your caster level is reduced by one-half for the purpose of these effects. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Flare
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: See text
Area: 5-ft.-radius burst or 15-ft. cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate a either a 5-foot radius burst or a 15-foot cone that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the burst or cone may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Strike
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: See text
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and imbue that energy type into your attacks. For the remainder of that round, your melee and ranged weapon attacks deal an additional 1d6 points of damage per caster level of the chosen energy type. Creatures struck by your attacks are allowed Reflex saves for each attack to halve the additional damage. If a creature has spell resistance, it applies to this effect.
The extra damage from this spell applies to attacks you make with weapons, natural weapons, and unarmed strikes, but not to attack rolls made for touch or ray spells. You may also choose to make melee touch attacks in place of unarmed strikes.
The energy type you choose has certain additional effects, as follows:
Acid
The damage die of the spell is reduced by one step (e.g.from d6 to d4). On your next turn, any creature that failed a save against this spell must make a Fortitude save or take 1 point of Constitution damage per two caster levels.
Cold
The damage die of the spell is increased by one step (e.g. from d6 to d8) against water creatures, and the save against this spell is a Fortitude save rather than a Reflex save. On your next turn, any creature that failed a save against this spell must make an additional Fortitude save or take 1 point of Dexterity damage per two caster levels.
Electricity
The damage die of the spell is increased by one step (e.g. from d6 to d8) against metallic creatures, water creatures, and creatures wearing metal armour or in contact with water. On your next turn, any creature that failed a save against this spell must make a Will save or take 1 point of Strength damage per two caster levels. The spell sets fire to combustibles and can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Fire
The damage die of this spell is increased by one step (e.g. from d6 to d8) against plant creatures. On your next turn, any creature (or unattended flammable object) that failed a save against this spell must make an additional Reflex save or be immolated. Immolated creatures and objects take 1d6 points of fire damage per two caster levels on the end of their turns. A creature or object that takes at least 1 point of cold damage or spends a full-round action to smother the flames is no longer immolated. The spell can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
Sonic
The damage die of the spell is increased by one step (e.g. from d6 to d8) against crystalline creatures and objects, and is reduced by one step (e.g. from d6 to d4) against all other creatures and objects. The save against this spell is a Fortitude save rather than a Reflex save. On your next turn, any creature that failed a save against this spell must make a Will save or take 1 point of Wisdom damage per two caster levels.
Creatures and objects only suffer the above effects once per casting of the spell, even if they fail more than one save against that casting.
When you use a this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Missiles
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to target/level, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a missile from your fingertips, dealing 1d6 points of damage of the chosen energy type to a target creature or object. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature or object can’t be singled out.
You fire up to one missile per two caster levels. If you shoot multiple missiles, you can have them strike a single target or several targets. A single missile can strike only one target. You must designate targets before you check for spell resistance or roll damage.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Ray
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and gain the ability to fire rays of that energy type in place of making attacks. For the remainder of that round, you may fire one ray in place of any attack you would otherwise be permitted. Each ray requires a ranged touch attack to hit (using your base attack bonus for iterative attacks) and deals 1d6 points of damage per caster level of the chosen energy type. If you make a full attack, you may fire one additional ray at your full attack bonus.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Bolt
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Long (400 ft. + 40 ft./level) line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a bolt that deals 1d6 points of damage per caster level of the chosen energy type. The bolt starts at your fingertips and damages all creatures and unattended objects in its area. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Burst
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 5-foot/level radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and produce an explosion that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the explosion is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Aura
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One round/level
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and wreathe yourself in an aura of the chosen energy type. Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage per two caster levels of the chosen energy type. Attackers are allowed Reflex saves for each attack to halve the additional damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Wall
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft. per two levels or a sphere of energy with a radius of 1 ft./level; either form 5 ft. high per caster level
Duration: Concentration plus 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and produce an wall of that type of energy. One side of the wall, selected by you, sends forth waves of energy, dealing 1d6 points of damage per two caster levels to creatures within 10 feet and 1d6 points of damage per three caster levels to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 1d6 points of damage per caster level to any creature passing through it. All damage dealt by the wall is of the chosen energy type.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
Crystallised Energy
You may choose to produce a wall of concentrated energy that physically blocks passage. If you do so, the wall does not generate waves of energy. Instead, each 10-foot section of the wall gains 3 hit points per caster level. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the wall has been broken through, a sheet of energy remains. Any creature stepping through it (including the one who broke through the wall) takes damage as for the wave-generating wall (Reflex half).
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Wall of energy can be made permanent with a permanency spell.
Energy Cone
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Close (25 ft. + 5 ft./2 levels) cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate a cone that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the cone may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Field
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Up to 10 ft./level or Medium (100 ft. + 10 ft./level)
Area: Up to 10-ft.-radius/level emanation
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and are surrounded by an emanation that surrounds you and moves with you. The emanation deals 1d6 points of damage per three caster levels of the chosen energy type to all creatures and unattended objects within the spells area. If the damage caused to an interposing barrier shatters or breaks through it, the emanation may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
You may instead choose to generate the emanation at any point within 100 feet plus 10 feet per caster level. If you do so, the emanation is immobile unless you spend a standard action to move it up to 30 feet in any direction.
In either case, you are immune to your own emanation.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Chain
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Long (400 ft. + 40 ft./level) line; see text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and generate an arcing bolt of energy from your fingertips that deals 1d6 points of damage per caster level of the chosen energy type to all creatures and unattended objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
You may direct the bolt's path as you choose in 5-foot increments; it may cross itself or even double back directly on itself as you wish. You may also cause the bolt to fork at any number of points; each fork splits into any number of new bolts and you determine the course of each as above. The total area of the original bolt plus all additional bolts cannot exceed the spell's area. A given creature is only struck once by this spell, regardless of how many overlapping bolt areas it is within.
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per casting of the spell, even if they fail more than one save against that casting. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Beam
Evocation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) line; see text
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Upon casting this spell, you choose acid, cold, electricity, fire, or sonic and fire a powerful beam that deals 1d6 points of the damage of the chosen energy type. You must succeed on a ranged touch attack with the ray to deal damage to a target.
The energy type you choose has certain additional effects (see energy strike). Creatures damaged by the beam must make saves against the additional effects as though they had failed their first save against the spell. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Energy Storm
Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Four Close (25 ft. + 5 ft./2 levels).-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Upon casting this spell, four 2-foot-diameter orbs spring from your outstretched hand and streak in straight lines to the spots you select. If you aim an orb at a specific creature, you may make a ranged touch attack to strike the target with the orb. Any creature struck by one of these orbs takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the orb’s energy damage (see below). If a targeted orb misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one orb at the same target.
Once an orb reaches its destination, it explodes in a spread with a radius of 25 feet + 5 feet per two caster levels. Each creature in the spread takes 1d6 points of damage per three caster levels of your choice of acid, cold, electricity, fire, or sonic damage. If a creature is within the area of more than one orb, it must save separately against each. (Energy resistance applies to each orb’s damage individually.)
The energy type you choose has certain additional effects (see energy strike). Creatures only suffer the additional effects once per per energy type per casting of the spell, even if they fail more than one save against that energy type. When you use this spell to deal acid, cold, electricity, fire, or sonic damage, it is a spell of that type.
Paraelemental Spell [Metamagic]
Your spells combine the energies of multiple elements.
Prerequisites
Spell Focus (evocation), Greater Spell Focus (evocation).
Benefits
Whenever you cast an energy spell, you may choose two types of energy from the list of energy types you can select. One-half of the damage dealt by the spell is of the first energy type, and the other half is of the second type. All other effects of the energy type stack. If the energy types use different saving throws for half damage, you may choose the saving throw the spell uses.
For example, a wizard with this feat could cast an energy cone that dealt both acid and sonic damage. The damage die of the spell would be reduced two steps (to d3), and the wizard chooses either Fortitude or Reflex for the saving throw. Any creature that failed their saving throw would have to make an additional Fortitude save to avoid Constitution damage, and a Will save to avoid Wisdom damage.
Use the Force [Metamagic] ;)
You have grown adept in the use of force energy.
Prerequisites
Spell Focus (evocation), Greater Spell Focus (evocation)
Benefits
Whenever you cast an energy spell, add force energy to the list of energy types you can select.
Force
The damage die of the spell is reduced by one step (e.g. from d6 to d4). Any creature that fails a save against this spell must make an additional Fortitude save or be knocked 5 feet in the direction of your choice and fall prone.
Warmage [Metamagic]
You have mastered destructive magic.
Prerequisites
Battle sorcerer variant or specialist wizard (evoker), Spell Focus (evocation).
Benefits
You gain the ability to spontaneously cast energy spells. As a standard action you may expend a prepared or open spell slot to cast any energy spell of an equal or lower level.
If you are a spontaneous caster, one energy spell per spell level you can cast does not count towards your spells known. You automatically know one energy spell of each spell level you can cast.
Open to suggestions for toning down/increasing the power level of the new spells. Should the ability damage be reduced to 1 point per 3 caster levels? Should they deal actual status effects e.g. sonic spells that daze or deafen or stun? Should acid spells simply do extra damage (a la acid arrow) instead of Constitution damage? Should energy aura be level 7+?