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    Default Re: Prestige Class Contest I 3.X: It's the Little Things, Submission Thread.

    Leveller Elite Spell Descriptions (L-W)

    Light of Death (Elite Searing Light)
    Level: Leveller E3
    Area: Medium (100 ft + 10 ft/level) line originating from you.
    Saving Throw: Will partial (see text)
    You cause a brilliant beam of flame upon the targets.

    Light of death works like searing light except as noted above, that the beam never misses (roll to see if you hit critically anyway; the critical hit is automatically confirmed), that each creature struck Catches on Fire, and that a creature struck must also take a will save against the following effects:

    Undead who are vunerable to bright light are automatically destroyed if they fail the save. Other undead become Turned for 2d6 rounds if they fail the save. Living creatures are Blinded for 1d6 rounds if they fail the save.

    Elite spells like light of death are difficult to resist fully. Mettle and similar abilities are utterly ineffective against it.

    Living Flame (Elite Flaming Sphere)
    Level: Leveller E2
    Saving Throw: None
    You create a sphere of flame with a will of its own.

    This spell works just like flaming sphere except as noted above, that any creature struck by the sphere Catches on Fire, and that it can move up to 60 feet a round and doesn't require any action to direct it.

    Master the Storm (Elite Control Weather)
    Level: Leveller E7
    The weather changes utterly at your whims, producing unseasonable weather.

    This spell works much like control weather, but it only takes 1 minute for each change to take effect, no action is required to change the weather each time, and the weather effects you can produce are not bound by the season, climate, or even common sense. You can call blizzards over the desert in summer or cause a lightning storm with no clouds. You still can't control the exact parameters of the weather but can direct tornadoes in particular areas or cause lightning over a particular city or even area of a city.

    Muddy Doom (Elite Transmute Rock to Mud)
    Level: Leveller E5
    Range: Very Long (800 ft + 80 ft/level)
    Area: 4 10/ft cubes per level (S)
    Duration: Instantaneous
    You call down a cavalcade of mud from the stone around you.

    Muddy doom works just like transmute rock to mud except as noted above, that it works on any kind of stone, and that there is no limit on the mud's depth. Because it's instantaneous, dispel magic cannot end it.

    Elite spells like muddy doom are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Obliterating Hand (Elite Crushing Hand)
    Level: Leveller E9
    A giant hand crushes buildings and people alike.

    Obliterating hand works like crushing hand except that it can emulate the spells it emulates as per the elite versions of those spells instead of the normal ones, that the hand is colossal, that the hand's strength is 84, and that its statistics beyond its strength are those of an impassable hand instead of an interposing hand. This means that, all told, it deals 6d6+37 damage to a creature or object it crushes. If it grabs a building, it doesn't need to roll a grapple check and any creature inside is struck by the building when it eventually collapses. Directing the spell doesn't take actions.

    Elite spells like obliterating hand are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but is not immune outright to being grappled.

    Pillar of Flame (Elite Flame Strike)
    Level: Leveller E4
    Duration: Instantaneous and 1 round/level.
    You call down a strike of fire and divine might which ignites even stone, ash and ice.

    Pillar of flame works just like flame strike except as noted above and that after dealing the initial damage, each creature and object struck Catches on Fire, even if it isn't flammable. The spell can literally make ice catch on fire. Water is therefore no more effective than flammable oil or ethanol in putting out the fire. Half of the damage caused by this fire is actually fire damage, the rest results from divine power. At the end of the duration, anything which is genuinely flammable remains Caught on Fire, but water, stone and so forth are no longer aflame and further damage is fire damage. All damage dealt is instantaneous so it doesn't go away when the duration ends, though. The reflex save only helps against the initial damage.

    Elite spells like pillar of flame are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Plague (Elite Contagion)
    Level: Leveller E3
    Saving Throw: Fortitude see text.
    You cause a contagion which spreads rapidly.

    Plague works somewhat similarly to contagion, except that the creature is highly infectious. Any creature who ingests the sweat or saliva of the creature (or whose wound is contaminated with them) or so much as comes into contact with any of their other bodily fluids risks infection, even if the disease isn't normally transmitted that way. Similarly, other creatures can infect further creatures with this particular instance of the disease in the same way. Further, there is no save for the initial creature to resist the infection, only for other creatures to do so and for creatures to stave off the damage. Every save uses the spell's save DC or the disease's save DC, whichever is higher.

    Polar Cone (Elite Cone of Cold)
    Level: Leveller E5
    Saving Throw: Reflex partial
    You fire a freezing cone of snow and ice at your foes.

    This spell works just like cone of cold except for the following:

    The spell actually fires ice and snow rather than draining heat, covering the area it strikes. Because the spell is an instantaneous effect, there is no magic which keeps them as snow and ice, so they may melt quickly, but the enemies struck are covered with ice. Each enemy who fails a reflex save is Frozen Solid for one round. Creatures who are Frozen Solid can't defend themselves properly, so they are considered flat-footed, and they can't take actions either. The area is difficult terrain for as long as the ice and snow last, and they become water when they melt.

    Buildings caught within the blast take full damage as they weather the hail and the ice - it's not reduced due to the damage type.

    Elite spells like polar cone are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Pounding Fist (Elite Clenched Fist)
    Level: Leveller E8
    Respect, bro.

    Pounding fist works similarly to clenched fist with the following exceptions:

    The fist is colossal rather than large, can move up to 120 feet and attack each round, its strength is 78 and its attack and damage are changed according to this (Caster level+ability score+26 attack, 4d6+34 damage), and its statistics beyond its strength are those of an impassable hand instead of an interposing hand.. A creature who is stunned by the hand is stunned for two rounds instead of one, directing the hand is a free action, and apart from its improved strength score it pushes enemies as a toppling hand and interposes as an impassable hand when called upon to do those things.

    Produce Inferno (Elite Produce Flame)
    Level: Leveller E1
    You produce a powerful fire which can set enemies ablaze.

    Produce inferno works much like produce flame, but the flames do double damage, there's no level limit on the damage, and creatures and flammable objects struck Catch on Fire.

    Elite spells like produce inferno are difficult to resist fully. A creature who successfully resists the spell via spell resistance Catches on Fire anyway.

    Ray of Ice (Elite Ray of Frost)
    Level: Leveller E0
    Range: Very Long (800 ft + 80 ft/level)
    You freeze creatures and objects with a powerful ray.

    Ray of Ice works like ray of frost except as noted above and that the damage it deals is 2d6 plus 1 per level (maximum 2d6+20), ignoring hardness.

    Ruin Earth and Stone (Elite Soften Earth and Stone)
    Level: Leveller E2
    Range: Long (400 ft + 40 ft/level)
    Area: 10 ft cube/level
    You soften even worked stone with this spell.

    This spell works like soften earth and stone except as noted above and that all earth and stone in the area is softened, irrespective of type.

    Sculptor's Wrath (Elite Stone Shape)
    Level: Leveller E3
    Target: Stone or stone object touched, up to 100 cu. ft. + 10 cu. ft./level
    You shape a larger stone or object made of stone, potentially ripping up stone walls.

    This spell works just like stone shape except as noted above.

    Seeds of Destruction (Elite Fire Seeds)
    Level: Leveller E6
    You turn acorns into devastating missiles or holly berries into bombs which can level a building.

    This spell works just like fire seeds except that the acorns instead allow the wielder to replicate the fireball spell (with the damage dealt being that specified by fire seeds, not by fireball, but the range and area of a fireball; a creature struck by the fireball bead is still not allowed a saving throw) and the holly berries deal 1d8 points of damage per level to any building struck and 3d8+3/level to any creature struck.

    Elite spells like seeds of destruction are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Set Ablaze
    Evocation [Fire]
    Level: Leveller E0
    Components: V, S
    Casting Time: 1 swift action
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You set a creature or object on fire

    The target immediately Catches on Fire. In the case of a building or other large object, every square of the building Catches on Fire.

    Smash (Elite Shatter)
    Level: Leveller E2
    You tear objects to pieces.

    Smash works just like shatter except that there is no limit on the type of objects that it can damage - it can destroy any single object or all objects, or parts of objects, which fit in the area (buildings are usually multiple objects). It can damage any type of construct, not just a crystalline one.

    Smash to Pieces
    Evocation
    Level: Leveller E4
    Components: S
    Casting Time: 1 standard action
    Range: Medium (100 ft + 10 ft/level)
    Target: Object in range
    Duration: Instantaneous
    Saving Throw: None or reflex half, see text
    Spell Resistance: Yes
    You smash an object or building with a mere gesture.

    The target object takes 3d6 points of damage per level, ignoring hardness. If it's destroyed in this way, creatures within 10 feet take 1d6 points of damage per 2 levels.

    Elite spells like smash to pieces are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Solar Flare (Elite Sunburst)
    Level: Leveller E8
    You call down a small, localised solar flare which burns your enemies.

    Solar flare works a lot like sunburst except as noted above and for the following. The burst does 12d6 points of damage to creatures who are not undead and to objects in the area. Each creature or object struck by the burst Catches on Fire, whether they pass the reflex save or not, though the fire may burn out immediately if the object or creature isn't flammable. Any extraplanar creature who fails the reflex save is banished back to their home plane - extraplanar undead vulnerable to bright light who fail their saves are both banished and destroyed.

    Elite spells like solar flare are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Starstorm (Elite Meteor Swarm)
    Level: Leveller E9
    Duration: 1 minute/level
    You call upon a rain of meteors which never seems to end.

    Starstorm works just like meteor swarm except that every single round after the first, you may fire an additional meteor at a target within range as a free action. Further, the meteors ignore the hardness of objects and the damage they deal isn't divided for being fire damage. The damage dealt is still instantaneous; it doesn't end at the end of the spell's duration.

    Elite spells like starstorm are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Surge of Wind (Elite Gust of Wind)
    Level: Leveller E2
    Range: 240 ft.
    Saving Throw: Fortitude partial
    You send forth a miniaturised tornado from your pointed finger.

    A surge of wind works much like a gust of wind except as noted above and the following. The winds are tornado-force, which means that large or smaller creatures are blown away, huge creatures are knocked down and gargantuan or colossal creatures are checked. The wind isn't actually a tornado, but creatures struck still take 6d6 points of damage from the force of the wind, and it still has the strength to knock down trees and blast through buildings.

    Swarming End (Elite Creeping Doom)
    Level: Leveller E7
    You summon swarms which go out and do your bidding.

    This spell works just like creeping doom except that you summon millipede swarms and they operate without you needing to spend actions or stay within 100 feet - they can go as far as they like and do your bidding under their own actions.

    Millipede Swarm (Elite Centipede Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 24 (+4 size, +6 Dex, +4 competence), touch 24, flat-footed 18
    Base Attack/Grapple: +6/
    Attack: Swarm (4d6 plus poison)
    Full Attack: Swarm (4d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., elite creature, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +8, Ref +9, Will +5
    Abilities: Str 1, Dex 24, Con 14, Int , Wis 14, Cha 6
    Skills: Climb +12, Spot +4
    Feats: Weapon FinesseB
    Environment: Underground
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction and Poison
    Because the DC is constitution-based, it's 16 instead of 13.

    Symphony of Shattering (Elite Sympathetic Vibration)
    Level: Leveller E6
    Casting time: 1 standard action
    Range: Close (25 ft + 5 ft/level), see text
    Target: One structure
    Duration: 1 round/level; see text
    You cause a wave of vibrations to ripple through a city.

    The symphony of shattering is much like sympathetic vibration except as noted above and for the following. You needn't choose a freestanding structure; the spell does just as much damage to any type of structure. The damage dealt is 5d10 points per round. Finally, the spell's effects can spread to more structures each round. Any structure within 25 feet of an affected structure at the start of your turn (assuming you did not delay earlier this round) also starts to be affected by the symphony of shattering. However, the duration is not reset. For example, a building affected in the tenth round of a caster level 15 symphony of shattering is only affected for 5 rounds.

    Thousand Stings (Elite Acid Arrow)
    Level: Leveller E2
    Effect: 1 arrow of acid per level.
    You summon a swarm of acid arrows.

    This spell works just like acid arrow except as noted above. The arrows can be fired at multiple targets in range, but also more than one arrow can be fired at the same target. A target struck by more than one arrow takes the initial damage that many times but the damage over time doesn't stack.

    Toppling Hand (Elite Forceful Hand)
    Level: Leveller E6
    You summon a colossal hand of force which can push even buildings over.

    This spell works a lot like forceful hand, though it emulates impassable hand instead of the regular interposing hand spell. Its strength is 62, its size is colossal and its statistics beyond its strength are those of an impassable hand instead of an interposing hand. By pushing hard enough, it can topple a building if the building is designated as a target. It generally only takes 2 rounds to topple wooden buildings, but it could take 10 rounds to topple a small castle. It takes longer to topple a building if it's very well secured to the ground and less time if it doesn't have proper foundations.

    Vortex of Doom (Elite Whirlwind)
    Level: Leveller E8
    Range: Very Long (800 ft + 80 ft/level)
    Saving Throw: Reflex partial; see text
    You create a raging vortex which picks up buildings and creatures with ease.

    The vortex of doom works like whirlwind except as noted above and for the following. The vortex moves up to 120 feet per round, and directing the vortex's movement doesn't require any actions at all (you needn't specify a program for it because you can freely direct its movement). Any creature who comes into contact with the vortex takes 6d6 points of damage. A reflex save halves this damage, but any large or smaller creature who fails this save is picked up into the funnel of the vortex, taking 6d6 points of damage per round. You can direct the vortex of doom to eject any creatures before its duration ends. A creature who passes their saving throw or who is ejected by the vortex can be picked up by the vortex again later.

    A building with the vortex of doom in its space takes 10d6 points of damage per round, ignoring hardness. If the vortex eschews part of its movement to remain in the building's space over time, it deals an extra 1d6 points of damage for each 10 feet of movement it gives up, or for every 10 feet of movement which is taken while in the building's space (so if it remains in the building's area for the whole round without moving outside the building's space it will deal 22d6 points of damage to that building).

    Elite spells like the vortex of doom are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Worldquake (Elite Earthquake)
    Level: Leveller E8
    You call down a calamatous earthquake which shakes the world.

    Worldquake works similarly to earthquake, but with a few differences. The damage the spell deals to creatures is 16d6 instead of 8d6, the damage to structures is 1000 instead of 100, creatures on open ground have a 100% chance to fall into fissures unless they pass a reflex save, and the DCs of all reflex saves are equal to the spell's save DC. The effects of being trapped beneath rubble aren't changed, though - either you're trapped under rubble or you're not, and worldquake can't make you any more trapped.

    Elite spells like worldquake are difficult to resist fully. A creature with evasion or a similar ability takes one quarter of the damage dealt by the spell on a successful save, and one with improved evasion or a similar ability takes three quarters of the damage on a failed save.

    Wrack and Ruin
    Evocation [Force]
    Level: Leveller E9
    Components: V, S
    Casting Time: 1 standard action
    Range: Unlimited
    Target: 1 city
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    The earth shakes as a city is rendered unto dust.

    Every structure in the city in question is destroyed without recourse or saves, beyond any hope of mundane repair.
    Last edited by Jormengand; 2017-11-15 at 07:45 AM.