Collin152
2008-03-23, 11:41 PM
Okay, I doubt they're balanced, and the third is confusing, but that makes it exactly lke the Japanese folklore from which they were derived, right?
Amaterasu
Evocation [fire]
Level: Sor/Wiz 8, Wu Jen (Fire) 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
A glint of fire glows in the caster’s left eye. Your world is suddenly excruciatingly hot and painful. You fall to the ground, smoke streaming from your eyes.
This spell channels the fire of the sun into the target creature. If they fail a Fortitude saving throw, they die instantly. If they pass the saving throw, they are instead Exhausted and take 5d6 fire damage.
Tsukuyomi
Enchantment [Mind affecting]
Level: Sor/Wiz 8, Wu Jen 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature
Duration: See text
Saving Throw: Will partial
Spell Resistance: Yes
A black fog veils the caster’s right eye. Your world is suddenly darkened, cut off from all light, and you feel your mind fading away as your body falls to the ground.
You channel the power of the moon into the target creature. If they fail the will save, they fall into a catatonic coma for 1d100 days. They will not awaken for any reason short of a heal spell during this time, but do not need to eat or drink (they still breathe, however.) Even on a successful save, however, the target creature is rendered permanently Blind. After waking up, or upon a successful save, the target is Frightened for 1d8 minutes.
Susanoo
Evocation [Air]
Level: Sor/Wiz 8, Wu Jen 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more creatures (see text)
Duration: See text
Saving Throw: Ref negates
Spell Resistance: Yes
The caster breathes deeply, and exhales a massive gust from his nose, which extends serpentlike around your body, lifting it into the air. The fierce winds knock your sword from your hand, and you feel your armor fall off. As he continues to exhale, you see others become so entrapped.
This spell uses the power of wind to hold foes immobile in the air. At the beginning of casting, you select one creature to target. If it fails a reflex save, it is lifted off the ground five feet, and drops whatever was in its hands (including weapons). It is surrounded closely by hurricane force winds, preventing ranged attacks against and from it. You may continue the spell by concentrating on it, and each round you may select a new target within range to hold immobile, or you may instead choose to move any creature so held up to 10 feet within range, or you may instead choose to destroy a possession of a creature held by the spell. You may designate a single object (armor, shield, or some other item) to destroy. Nonmagical objects receive no save, magical objects are entitled to a fortitude save.
You are considered to be holding your breath casting this spell, and can thus concentrate on it as long as you can hold your breath.
A target suspended by this spell is not helpless, but takes a -8 penalty to dexterity
Amaterasu
Evocation [fire]
Level: Sor/Wiz 8, Wu Jen (Fire) 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
A glint of fire glows in the caster’s left eye. Your world is suddenly excruciatingly hot and painful. You fall to the ground, smoke streaming from your eyes.
This spell channels the fire of the sun into the target creature. If they fail a Fortitude saving throw, they die instantly. If they pass the saving throw, they are instead Exhausted and take 5d6 fire damage.
Tsukuyomi
Enchantment [Mind affecting]
Level: Sor/Wiz 8, Wu Jen 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature
Duration: See text
Saving Throw: Will partial
Spell Resistance: Yes
A black fog veils the caster’s right eye. Your world is suddenly darkened, cut off from all light, and you feel your mind fading away as your body falls to the ground.
You channel the power of the moon into the target creature. If they fail the will save, they fall into a catatonic coma for 1d100 days. They will not awaken for any reason short of a heal spell during this time, but do not need to eat or drink (they still breathe, however.) Even on a successful save, however, the target creature is rendered permanently Blind. After waking up, or upon a successful save, the target is Frightened for 1d8 minutes.
Susanoo
Evocation [Air]
Level: Sor/Wiz 8, Wu Jen 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more creatures (see text)
Duration: See text
Saving Throw: Ref negates
Spell Resistance: Yes
The caster breathes deeply, and exhales a massive gust from his nose, which extends serpentlike around your body, lifting it into the air. The fierce winds knock your sword from your hand, and you feel your armor fall off. As he continues to exhale, you see others become so entrapped.
This spell uses the power of wind to hold foes immobile in the air. At the beginning of casting, you select one creature to target. If it fails a reflex save, it is lifted off the ground five feet, and drops whatever was in its hands (including weapons). It is surrounded closely by hurricane force winds, preventing ranged attacks against and from it. You may continue the spell by concentrating on it, and each round you may select a new target within range to hold immobile, or you may instead choose to move any creature so held up to 10 feet within range, or you may instead choose to destroy a possession of a creature held by the spell. You may designate a single object (armor, shield, or some other item) to destroy. Nonmagical objects receive no save, magical objects are entitled to a fortitude save.
You are considered to be holding your breath casting this spell, and can thus concentrate on it as long as you can hold your breath.
A target suspended by this spell is not helpless, but takes a -8 penalty to dexterity