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Baron Corm
2007-09-02, 01:00 AM
Edited for signature to include other spells.

Sunder Lifeforce
Necromancy [Evil]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long
Effect: Line as long as the spell's range
Duration: Instantaneous
Saving Throw: Reflex partial, Will negates; see text
Spell Resistance: Yes

A large beam of necrotic energy shoots from your palm, ignoring nonliving matter but obliterating creatures in its way. It is especially effective on more healthy creatures, dealing 2d10 damage per caster level (max 40d10) to any creature with full health, 1d8 damage per caster level (max 20d8) to any creature with greater than 50% of their total hit points, 1d6 damage per two caster levels (max 10d6) to any creature with greater than 25% of their total hit points, and 1d4 damage per four caster levels (max 5d4) to any creature with less than 25% of their total hit points. A successful Reflex save causes the next step lower in damage to be dealt, or deals 1 damage if the creature has less than 25% of their total hit points.

If a creature fails its Reflex and Will saves, the creature's soul is sundered, changing its Int score to -, its Wis score to 10, and its Cha score to 1. In addition, it is unable to be raised if killed.


Excite
Evocation [Sonic] [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of cackling red and white energy shoots from your outstretched finger and excites the molecules of the target creature to the point where they are torn apart. The creature is dealt 2d6 damage per caster level (maximum 50d6). The damage is half sonic damage and half fire damage.



Sunder Monster
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Long
Target: One creature
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

The target creature is sundered. This spell deals 1d4 physical damage per level (maximum 25d4) per round until the creature is destroyed. A creature can only resist or be immune to this spell if it has resistance or immunity to bludgeoning, slashing, and piercing damage. This spell bypasses a swarm's immunity to physical damage and targeted spells.




Orb of Ferocity
Conjuration (Creation)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action; see text
Range: Close
Effect: One persistent force of destruction
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates an invisible and mostly intangible force which pursues a target creature and deals damage to it each round. The damage can be either slashing, piercing, or bludgeoning, at the caster's option (this can be changed each round). The first round it deals 6d6 damage, and it doubles damage dealt every round after that. The caster must spend a move action each round or else no damage is done or doubled. Skipping a round does not reset the damage back to 6d6. The force cannot change its target. If the caster moves out of the spell's range from the creature, it acts as if he neglected to spend a move action.

Other Damage Spells

These spells I hope add some tactical aspect to the damage-dealing side of magic, instead of just casting a damage spell and having it deal damage.

Corpse explosion was, obviously, influenced by Diablo II. It has no use at all when facing a single difficult opponent, but is extremely useful when facing two or more difficult opponents (or a horde of weak ones, but then again fireball would be more useful there anyway). It's tough to put a spell level on that one. A better way to determine the amount of damage done would also be welcome.

Overflow, in the opposite respect, has no use on dead or damaged creatures, but does a metric ton of damage to those with full health.

Delayed Shock Lightning is there to make your minions extremely loyal :smallsmile:. It's also there to offer more options blah blah just like the rest. The option in this case being send in a kamikaze (or a summoned death warded shambling mound; or a death warded, protection from electricitied yourself) to wreck an enemy fortress from the inside. Granted, as a level 9 spell, there are probably easier ways to do that at this point, but I can still think of some applications. Oh yeah, it's also useful (offensively) for gish builds or maybe even regular wizards/sorcerors who like touch spells.

Lesser Disintegrate was created after being embarassed when a level 5 barbarian dealt over 50 damage in one round (or one attack, don't remember). It still deals "only" 10d4 damage at level five, but at least its not something like burning hands which becomes absolutely useless when you attain a higher level. A level one spell which deals 20d4 damage is still moderately useful later on, even if just for cheaply destroying nonliving matter, and is balanced early on by the same things that balance disintegrate.




Delayed Shock Lightning

Evocation (Electricity, Death)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Permanent until discharged
Saving Throw: Will negates or Fortitude partial; see text
Spell Resistance: Yes

Delayed shock lightning turns a creature into a walking bomb. The caster may at any time discharge the spell to cause electrical impulses already in the creature's body to both cease their original tasks and intensify, ravaging the creature's body. The creature must make a Will save or die instantly. It takes 2d6 electricity damage per level (maximum 40d6); a successful Fortitude save makes this only 5d6 damage. A creature killed by this damage is completely dissolved by the intense electrical energies, leaving no trace of it except for its equipment. In addition to these effects, one lightning bolt spell (as cast by you) is cast out of every square adjacent to the creature (including upwards and downwards).


Overflow

Evocation (Death)
Level: Clr 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature/level, no two of which can be more than 30 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Overflow fills a creature or number of creatures with positive energy. If the creatures are at maximum health, they take 1d8 damage/level (maximum 25d8). This spell has no effect on creatures with less than their maximum health.

If the targeted creature has more than its maximum amount of health, such as from temporary hit points, and fails its Fortitude save, it is instantly slain.


Corpse Explosion

Necromancy (Fire)
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Corpse explosion detonates the explosive necromantic energies which are present in the corpse of a creature who died through violent means. The corpse must be mostly intact (subject to DM's ruling). Corpse explosion cannot be used on a creature that didn't die through violent means.

Creatures around the corpse take 50-100% of the dead creature's max hit points in damage. To decide how much, roll 1d3. A result of 1 would be 50%, a result of 2 would be 75%, and a roll of 3 would be 100%. The damage is half fire damage; half bludgeoning, piercing, and slashing damage.

A corpse destroyed by corpse explosion is no longer suitable for a raise dead spell, but enough entrails remain that a ressurection spell would work.


Lesser Disintegrate

Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

This spell functions as disintegrate, except it deals 2d4 damage/level (maximum 20d4) or disintegrates as much as a 5-foot cube of nonliving matter. It cannot affect objects made of force. A creature or object that makes its Fortitude save takes only 1d4 damage.

Explodey Spells

Alright here we go. Self destruct is something you see magicians in movies and stuff do a lot; I'd like to know whether you think drawback 1 or 2 is more appropriate. Violent renewal is kind of a crazy thing to give a wizard, but you can't use it on yourself. If there's some way of using it on yourself with contingency or something, I'd like to know that. Also in the market for a better drawback than 2 rounds of stun, since that seems kind of random, or would it be alright to drop the stun, since you can't use it on yourself anyway? Incessant renewal is kind of like an upgraded version of displacement and blink; it actually destroys parts of you, so neither true seeing nor a ghost touch weapon will bypass the miss chance. PEACH.



Self Destruct

Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 round
Range: Personal/Long (400 ft. + 40 ft./level)
Target: You/Creatures within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No/Yes

This spell causes the magical energies stored in your body to go wild and burst from your body, tearing you apart in the process. Spells you still have left to cast for the day take the form of magic missiles which deal 1d6 force damage per spell level. You may choose the target of these missiles. For example, if you had two 0th level spells, two 1st level spells, and two 8th level spells left to cast, you would be able to target two missiles dealing 1d6 force damage and two missiles dealing 8d6 force damage against any creature or combination of creatures within range.

Possible Drawback 1: This spell instantly slays you. If you are somehow immune to being killed by this spell, it fizzles. Because your magical energies are dispersed, nothing short of a wish or miracle (to make your soul one piece again) followed by a true ressurection can bring you back. Any items you are carrying are unharmed.

Possible Drawback 2: Any spell slots used to power this spell are considered used. All spell slots you have left to cast for the day must be used.


Violent Renewal

Transmutation
Level: Clr 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action (see text)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude negates, or Fortitude and Will partial (see text)
Spell Resistance: No (bludgeoning damage) or Yes (creature touched)

This spell causes a touched creature to be blown to bits, killing it and dealing 1d(creature's hit dice) bludgeoning damage/level (maximum 25d(creature's hit dice)) to creatures within 20 feet (including you). You may spend a swift action during the same round you cast this spell to cause the creature to reassemble itself, healing it of all damage, ability damage, poison, disease, and any other physical ailment. This would not include, for example, energy drain. A creature reassembled takes 2 points of Constitution damage and is considered fatigued. He is rendered prone and stunned for 2 rounds. A creature immune to stunning is still rendered prone.

A willing creature who does not receive the swift action he expected you to use to bring him back to full health may attempt a Fortitude save and a Will save to bring himself back to health. A successful Fortitude save brings his body back to the way it was before (including all negative conditions), while a successful Fortitude save and a successful Will save causes the spell to have its normal effects.

An unwilling creature may attempt a Fortitude save to prevent himself from being blown up in the first place, which negates all effects of the spell.

A creature with a Constution score of 10 or less is unable to be reassembled with this spell (it simply destroys the creature). If this spell is used on yourself, you have no means of reassembling yourself, so you just die.


Incessant Renewal

Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: 1 round/level
Save: None
Spell Resistance: No

This spell causes a random part of your body to explode and subsequently remake itself once every round. This effectively grants you fast healing 1 per 4 levels (maximum 5), deals 1d8 bludgeoning damage per 2 levels (maximum 10d8) to adjacent creatures, and gives attacks against you a 25% miss chance. Every round, there is a 25% chance that 1 point of ability damage to an ability score of your choice is cured.

Any spell with a somatic or verbal component has a 25% chance to fail with this spell active, and any spell with both has a 50% chance to fail. The noise this spell creates is sufficient to give away your position if you are invisible or trying to hide.

DanielLC
2007-09-03, 05:51 PM
Sunder lifeforce:
You should probably specifiy that it can't increase your wisdom or charisma. What does the victim do after their soul is sundered? Do they continue fighting?

Excite:
How is it sonic? You might want to make it 1d12 damage per caster level, so the DM doesn't have to roll 34 die (minimum).

Sunder Monster:
Could the caster continue the spell if they teleported away? If a party member casts force sphere around the victim? If a party member casts an antimagic field around them? Any of those can be used to make it impossible to escape, although the victim might be able to stop it with a dispel magic (except for the last, which would take two), and it's the same level as power word kill.

Orb of Ferocity:
If the caster is level 17 (minimum), that would be 2^17*6d6=786,432d6 damage on the last round (total would be almost double that). Does this follow that wierd multiplying rule where it would only end with 17*6d6=102d6, and have a total of 918d6 damage? That's still a lot. Edit: This spell would get to doing more than 50 damage each turn pretty quickly with either way of doubleing, and the victim would have to make a DC15 Fortitude save every round. Even if they had to get a natural 1 to fail each save, it wouldn't be that unlikely.