Stathfolos
2007-11-30, 01:28 AM
These ideas just came to mind. After a little tinkering, these ideas became the spells and power below. I based their levels on how powerful I thought the effects were. Let me know what you think of them.
Fires of Purgatory
Abjuration/Evocation [Fire]
Level: Cleric 9
Components: V, S, DF
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Fires of purgation envelops your target in a column of holy fire in an attempt to purge magic from it. You to dispel any magic affecting your target. This functions just like the targeted dispel version of greater dispel magic. The spell then does 1d6 points of damage per 2 caster levels (maximum 10d6) plus an additional 1d6 points of damage for every spell effect that you successfully dispelled. Half of this damage is fire, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by energy resistance (fire), fire shield (chill shield), and similar magic. A successful Reflex save reduces this damage by half.
Arctic Flare
Evocation [Cold]
Level: Druid 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A ball of bright blue flame forms in your hand. The flame does not harm you, but a slight numbness pervades your hand while you hold the flame.
The arctic flare produces light equivalent to a torch while it remains in your hand. You can hurl the flame to illuminate a distant object or place. The flame continues to produce light for one round per caster level before it burns out.
You can also hurl the flame at a foe to deal damage and hamper their movement. You must succeed at a ranged touch attack to deal damage. The flame deals 1d6 points of cold damage per 2 caster levels (maximum 5d6) and reduces the target’s speed by half for 1 round per caster level (maximum 10 rounds). A successful Fortitude save reduces the damage by half and negates the speed reduction. Creatures immune to cold are also immune to the speed reduction.
Material Component: A pinch of powdered tundra moss.
System Shock
Psychometabolism [Death, Electricity]
Level: Psion/wilder 7
Display: Olfactory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 13
You channel a heart-stopping electric shock from your own nervous system to the nervous system of a creature you touch. You must make a successful melee touch attack to deliver this power. You target is entitled to a Fortitude save throw to survive the shock. If the save is successful, the creature takes 7d8 points of electricity damage as the shock wracks its nervous system. The target might still die from the damage even if it
succeeds on its saving throw.
Non-living creatures, creatures that do not possess a nervous system, and creatures who are immune to electricity are immune to this power.
Augment: For every additional power point you spend, the damage this power deals to a subject that succeeds its saving throw increases by 1d8 points.
Fires of Purgatory
Abjuration/Evocation [Fire]
Level: Cleric 9
Components: V, S, DF
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Fires of purgation envelops your target in a column of holy fire in an attempt to purge magic from it. You to dispel any magic affecting your target. This functions just like the targeted dispel version of greater dispel magic. The spell then does 1d6 points of damage per 2 caster levels (maximum 10d6) plus an additional 1d6 points of damage for every spell effect that you successfully dispelled. Half of this damage is fire, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by energy resistance (fire), fire shield (chill shield), and similar magic. A successful Reflex save reduces this damage by half.
Arctic Flare
Evocation [Cold]
Level: Druid 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A ball of bright blue flame forms in your hand. The flame does not harm you, but a slight numbness pervades your hand while you hold the flame.
The arctic flare produces light equivalent to a torch while it remains in your hand. You can hurl the flame to illuminate a distant object or place. The flame continues to produce light for one round per caster level before it burns out.
You can also hurl the flame at a foe to deal damage and hamper their movement. You must succeed at a ranged touch attack to deal damage. The flame deals 1d6 points of cold damage per 2 caster levels (maximum 5d6) and reduces the target’s speed by half for 1 round per caster level (maximum 10 rounds). A successful Fortitude save reduces the damage by half and negates the speed reduction. Creatures immune to cold are also immune to the speed reduction.
Material Component: A pinch of powdered tundra moss.
System Shock
Psychometabolism [Death, Electricity]
Level: Psion/wilder 7
Display: Olfactory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 13
You channel a heart-stopping electric shock from your own nervous system to the nervous system of a creature you touch. You must make a successful melee touch attack to deliver this power. You target is entitled to a Fortitude save throw to survive the shock. If the save is successful, the creature takes 7d8 points of electricity damage as the shock wracks its nervous system. The target might still die from the damage even if it
succeeds on its saving throw.
Non-living creatures, creatures that do not possess a nervous system, and creatures who are immune to electricity are immune to this power.
Augment: For every additional power point you spend, the damage this power deals to a subject that succeeds its saving throw increases by 1d8 points.