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MythMage
2008-03-22, 09:13 AM
Produce Spark
Evocation [Electricity]
Level: Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: 0 ft.
Effect: globe of electricity
Duration: 1 round/level (D) (see text)
Saving Throw: None
Spell Resistance: Yes

An erratic, shining ball of electricity appears in your hand.

The sphere casts light as a candle. You may use the ball to strike opponents with a touch attack, dealing electricity damage equal to 1d6 +1 per caster level (maximum +10). As a swift action, you can shorten the remaining duration by any number of rounds to a limit of 1 round remaining. For each round used up this way, increase the damage for the next time the spell hits by 1d6. This causes the globe to grow larger and brighter, casting light as a torch and dealing 1 point of damage to you for each die of damage beyond the first after 1 round and each round thereafter until you deal damage with the spell. The most damage the spell can deal is 1d6 per caster level (maximum 10d6) plus 1 per caster level (maximum +10).

For instance, a 7th-level wizard casts produce spark and in the same round uses a swift action to forfeit 3 rounds of the duration (initially 7 rounds are available). He then uses a move action to move close enough to strike an enemy. At the beginning of his next turn, there are 3 rounds of duration remaining, and he suffers 3 points of damage because it has been one round since he increased the damage. He attempts to deliver the touch attack, but misses. At the beginning of his third turn, there are 2 rounds of duration remaining, and he suffers 3 more points of damage. He attacks, successfully this time, dealing 4d6+7 damage. At the beginning of his next turn, there is 1 round remaining and he attacks and hits again, dealing 1d6+7 damage. At the beginning of his next turn, the spell ends.

MythMage
2008-03-27, 02:54 AM
Bewildering Fog
Conjuration (Creation, Teleportation)
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: A cloud of dense vapor filling one contiguous 10-ft. cube/level
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

This spell fills the area with extremely heavy fog that acts identically to solid fog, in addition to other effects. Each round, at initiative count 0, each creature with an Intelligence score in the fog is teleported 1d12 x 5 ft. in a random direction, and simultaneous is turned around to face a random direction (determined independently of the direction it is teleported). If a creature would end up inside of an object or another creature, or outside the fog, it is sent as close to the destination point as possible without ending up in those situations. A creature can resist teleportation with a Will save, but must attempt a new saving throw each round that it remains within the fog. A creature can resist teleportation with spell resistance as well, but only once. If spell resistance is not breached, the creature can't be teleported by that casting of bewildering fog. Spell resistance and saving throws have no effect on the fog's solidity.

Determining where true north lies in relation to oneself requires a Survival check as a swift action whose DC is 25 within the fog.

You need not remain within range of the fog to maintain its existance.

This spell can be made permanent with permanency, requiring a caster of 17th level and the expenditure of 4,500 XP.

Uncle Festy
2008-03-27, 08:24 AM
Bewildering Fog looks fun.
No clue 'bout balance, though.