Spoiler: New Spells
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Nuclear Whisper
Evocation.
Level: Nuke 1, Sorcerer/Wizard 1.
Components: V, DF
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Permanent (see below).
Saving Throw: Fort partial.
Spell Resistance: Yes.
With a word you call a blast of radioactive energy down upon the target, inflicting a wasting upon them.
The target takes 1d6 + Caster level radiation damage and suffers 1d4 Constitution damage. A successful Fortitude save halves the damage, prevents the Constitution damage. The target takes this damage every day until they successfully save against it, a single successful save ends this effect and prevents its repetition.
Nuclear Claws
Evocation
Level: Nuke 2.
Components: S
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/caster level.
You flex your hands, radioactive green flames bursting to writhe around them.
Claws form around your hand, providing light as a torch (this is not treated as magical light). These claws can be used as either primary or secondary natural weapons dealing 1d4 + strength (if primary) or ½ strength (if secondary) damage +1 radiation damage per 2 caster levels. The damage of these claws is modified by your size, dealing 1d3 if small or 1d6 if large. If you already have claws you do not gain a second pair of claws but add your radiation damage to your previous claws' damage if it is higher than that of these claws.
Wasting Touch
Evocation
Level: Nuke 3, Sorcerer/Wizard 3
Components: S, DF
Casting Time: Standard action.
Range: Touch.
Target: Creature touched.
Duration: Instantaneous.
Saving Throw: Yes.
Spell Resistance: Yes.
Filling your hand with radiation you send it flowing into a touched creature, sickening them with a wasting sickness.
The touched target must make a Fortitude save or contract radiation sickness immediately taking 1d6 Constitution damage, and continuing to take damage from the disease daily until it is cured (see above for definition of radiation sickness).
Globes of Destruction
Evocation
Level: Nuke 4, Sorcerer/Wizard 5.
Components: S, V, DF
Casting Time: Standard action.
Range: Medium (100 ft + 10 ft/caster level).
Effect: 1 globe of radiation/caster level
Duration: 10 minutes/caster level.
Saving Throw: No.
Spell Resistance: Yes.
With an invocation to your dread god, you burst the atoms of the air, forming spheres of nuclear flame.
When you cast this spell you create a number of spheres of semi-constrained tiny nuclear explosions which float about you providing light as a torch equal to your caster level. When you cast this spell, or as a standard action while it is in effect, you may send any number of these spheres streaking towards one or more targets within range. Each sphere is a ranged touch attack, using the same attack roll for multiple spheres directed at the same target, and deals 1d6 radiation damage on a hit. A sphere that hits a target, even if it is prevented by spell resistance, is destroyed, but any sphere that misses returns to you and may be shot out again as a standard action.
Step of Desolation
Conjuration (Teleportation).
Level: Nuke 5.
Components: S, V, DF
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: Instantaneous.
You speak a word of the wastelands, stepping into the sand and dust only to reappear from another distant part of the waste; for in the unending wasteland all places are one.
You may only activate this invocation in a wasteland, desert, or other place of desolation in which natural life is hard (as determined by the DM). This area must extend at least 300-ft from you in all directions. When you use this invocation you teleport up to 20 miles per caster level to another area of desolation of at least 300-ft in radius. If there is no place of desolation at your intended location you are instead transported to the nearest legal location to your intended location between your current one and the intended one within range. You may bring one willing medium sized (or smaller) creature with you per 3 caster levels, large creatures count as 2 medium creatures, huge as 2 large, and so forth.
Nuclear Torch
Evocation.
Level: Nuke 6, Sorcerer/Wizard 6
Components: S, V, DF
Casting Time: Standard action.
Range: Long (400 ft + 40 ft/caster level).
Area: Line out to maximum range.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.
Drawing the sign of the mystical giant unknown beast in the air you open your mouth wide and below forth a shout of magic, a nuclear flame searing forth to burn your foes
When you cast this spell you create a line of nuclear fire out to maximum range. Any creature within the line takes 1d6 radiation damage per caster level (max 20d6), Reflex halves.
Energized Magical Pulse
Abjuration.
Level: Nuke 7.
Components: S, V.
Casting Time: Standard action.
Range: Long (400 ft + 40 ft/caster level).
Area: 20-ft or 40-ft radius burst.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
You release a disruptive blast of pure magic overwhelming magical effects in the area, disrupting the most carefully constructed spells.
This functions as an area use Greater Dispel Magic except it gains a bonus to dispel an effect equal to that effects spell level and it has no maximum caster level bonus to the dispel check.
Reduce to Salt
Transmutation
Level: Nuke 8.
Components: S, V, DF.
Casting Time: Standard action.
Range: Close (25 ft + 5 ft/2 caster levels).
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial
Spell Resistance: Yes.
You call upon the fury of your god, bursting the constituting matter of your foe, turning them piece by piece into radioactive salt
The target must make a Fortitude save or be killed as they are reduced into nothing more than a small pile of radioactive salt. This salt may be used for a resurrection spell, and remains radioactive potentially inflicting radiation sickness on any who remain close to it for too long (DC 15 Fort after 1 hour, +2 per extra hour); this radiation eventually fades after weeks, months, or years. On a successful Fortitude save the target simply contracts radiation sickness taking 1d6 Constitution damage immediately, and having to be cured normally.
Drop the Bomb
Evocation/Necromancy
Level: Nuke 9, Sorcerer/Wizard 9.
Components: S, V, DF
Casting Time: Standard action.
Range: Long (400 ft + 40 ft/caster level).
Area: 20-ft, 40-ft, or 60-ft radius burst.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.
You call upon your dire god and evoke a fragment of its true form in an apocalyptic force able to sear even the souls of targets, leaving nothing but black shadows upon the walls.
When you cast this spell choose an area either 20-ft, 40-ft, or 60-ft in radius. All creatures within the area take 1d8 radiation damage/caster level (reflex halves). Any creature reduced to 0 or lower hit points by this effect is destroyed utterly, their body and soul both reduced to nothing but a black smear upon the wall or ground. Any creature destroyed by this effect cannot be resurrected without a Wish or Miracle spell to reconstitute its soul and then the normal means to resurrect a creature whose body is completely destroyed.