rferries
2023-12-20, 05:21 PM
Channel Champions (replaces Transformation)
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
The souls of the honoured dead swirl around you for a moment then vanish, imbuing you with their might.
You channel the spirits of long-dead warriors, gaining their skill in combat. This grants you several benefits:
You gain an enhancement bonus to your Strength score equal to your caster level (maximum +20).
You gain proficiency with all simple and martial weapons and gain Improved Unarmed Strike as a bonus feat.
Your base attack bonus increases to equal your character level, which may grant you multiple attacks.
Your base Fortitude and Reflex saves each increase to equal one-half your character level plus 2.
You gain 5 temporary hit points per caster level (maximum 75 hp).
Disintegrate
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half and Reflex half (object); see text
Spell Resistance: Yes
A blast of pure destructive force lances from your hand.
A shimmering ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. You must make a successful ranged touch attack roll to hit.
A creature or magical object hit by this spell takes 2d6 points of force damage per caster level (to a maximum of 40d6). A target is entitled to both a Fortitude save and a Reflex save to reduce the damage by half (succeeding on both saves reduces the damage to one-quarter). If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. A disintegrated magical object is similarly reduced to dust.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger nonmagical object or creation of force, this spell disintegrates a 10-foot-cube portion of it.
Disintegrate, Mass
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
You can't help it - the mad laughter bursts out of you uncontrollably, just as the crackling bolts of power arc from your hands to lay waste to your foes.
This spell functions as disintegrate, save that it creates one ray per caster level and deals a maximum of 50d6 points of force damage to each target.
The rays must be fired at different targets, and all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Frighten to Death (replaces Phantasmal Killer)
Necromancy [Death, Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial, then Fortitude partial; see text
Spell Resistance: Yes
Your power shakes your victim to the core.
The target wracked by terror - its own worst fears, a phantasmal horror in the form of your choosing, or even just an overpowering sense of dread, all at your option. The target becomes panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
A creature that fails its Will save must also make a Fortitude save or die from fear.
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Bonus proposal: mage hand, telekinesis, etc are now evocation [Force] spells rather than transmutation.
Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
The souls of the honoured dead swirl around you for a moment then vanish, imbuing you with their might.
You channel the spirits of long-dead warriors, gaining their skill in combat. This grants you several benefits:
You gain an enhancement bonus to your Strength score equal to your caster level (maximum +20).
You gain proficiency with all simple and martial weapons and gain Improved Unarmed Strike as a bonus feat.
Your base attack bonus increases to equal your character level, which may grant you multiple attacks.
Your base Fortitude and Reflex saves each increase to equal one-half your character level plus 2.
You gain 5 temporary hit points per caster level (maximum 75 hp).
Disintegrate
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half and Reflex half (object); see text
Spell Resistance: Yes
A blast of pure destructive force lances from your hand.
A shimmering ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. You must make a successful ranged touch attack roll to hit.
A creature or magical object hit by this spell takes 2d6 points of force damage per caster level (to a maximum of 40d6). A target is entitled to both a Fortitude save and a Reflex save to reduce the damage by half (succeeding on both saves reduces the damage to one-quarter). If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. A disintegrated magical object is similarly reduced to dust.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger nonmagical object or creation of force, this spell disintegrates a 10-foot-cube portion of it.
Disintegrate, Mass
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
You can't help it - the mad laughter bursts out of you uncontrollably, just as the crackling bolts of power arc from your hands to lay waste to your foes.
This spell functions as disintegrate, save that it creates one ray per caster level and deals a maximum of 50d6 points of force damage to each target.
The rays must be fired at different targets, and all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Frighten to Death (replaces Phantasmal Killer)
Necromancy [Death, Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial, then Fortitude partial; see text
Spell Resistance: Yes
Your power shakes your victim to the core.
The target wracked by terror - its own worst fears, a phantasmal horror in the form of your choosing, or even just an overpowering sense of dread, all at your option. The target becomes panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
A creature that fails its Will save must also make a Fortitude save or die from fear.
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Bonus proposal: mage hand, telekinesis, etc are now evocation [Force] spells rather than transmutation.