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Thread: Spells from the Wyvern's Roost (3.5)

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    Default Spells from the Wyvern's Roost (3.5)

    Well okay, I have a bunch of old homebrew on my computer just sitting there. I'm not sure about the balance but I decided to finally post some of it. I won't do it all at once, that's just too much to upload at one time, so I'm starting with spells cause... I like spells. I haven't looked over these spells since I made them which was... 2 to 4 years ago. A lot of them were rushed or forced (I had a schedule for making things), and I'm not putting up my Power Word spells till I revise them especially as many are similar to Power Word spells found in Races of Dragon.

    Oh and about the name: I made a newsletter/new rule booklet/campaign setting guide for my campaigns called The Wyvern's Roost. Tried to make it weekly although often it ended up monthly. These are all spells from it and are actually divided up by which issue I made them in (although the issues aren't in any particular order). I just copy-pasta'd them from my old work, so there might be errors, and there's useless fluff attached to some.

    So first installment: Darkness themed spells

    He had wandered deep into the Bad Lands of the Pnakostic Empire for the book but even so, or probably therefore, he was surprised when he actually did find it. Bound in something as black as the darkness between stars, yet that felt like the skin of a cephalopod the book called to him darkly. Resisting the urge to destroy it, and thus be punished by the geas, he reached forward and grabbed the book, Libris Umbrarum, the Book of Shadows.
    In this issue I will be talking about dark magic. No not the kind used by witches and demonists but the kind that blots out light (although it is often used by witches and their ilk). Within this issue of the Tome are five new spells of the lower levels. The first is a favorite of the gnomish pantheon a 1st level illusion that calls forth darkness to hide the caster. Next, is a spell invented by, or at least for, vampires that protects them from the harsh power of the sun. Third is a spell that unlike all others in this chapter of the Tome creates light not blots it, but such well controlled light that it goes only as far as it is made to for and not an inch further. Fourth and fifth we have spells invented by the dreaded mage Pnakost himself, a spell to call forth a deadly ball of solid shadow and one that immobilizes enemies giving the caster the ability to fire at will as his foe tries to rip his feet from the ground.
    Note any time a level is listed as a Domain it is an optional thing that must be allowed by the DM and if used replaces the normal domain spell of that level on that domain.
    Cloak of Shadows
    Illusion (Shadow)
    Level: Sor/Wiz 1, Bard 1, Darkness 1, Trickery 1
    Components: S, M
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 minute/level.
    The bat hairs in your hand vanish and shadows wrap around you forming a cloak around your body. This dark second skin blends with the darkness around you making you all but invisible.
    For the duration you gain a +10 enhancement bonus on Hide checks if you are in shadowy illumination or being viewed by darkvision (but not any version that allows you to see through magical darkness) you can also hide from darkvision without another source of cover or concealment but then the bonus is reduced to +2. This spell gives you a +2 enhancement bonus to Hide checks in bright illumination, but does not provide cover/concealment.
    Material Component: Hair of a bat.
    In Setting: This spell was designed so long past none know its exact source. It is rumored that the legendary True Mage created this spell (or recreated it like he did Magic Missile), but this rumor cannot be confirmed. This spell is a favorite of the stealthier dwarven mages and of gnomes.
    At this moment no Three Worlds deities grant this spell, although it would be perfect for a god of darkness and trickery.

    Dark Skin:
    Level: Sor/Wiz 3, Cle 3
    Components: V, S, M
    Casting Time: 1 round
    Range: Touch
    Target: Creature touched
    Duration: 10 minutes/level
    Saving Throw: None
    SR: No
    Darkness creeps over your skin as the cleric lays his spell upon you. The darkness is absorbed into your skin and stepping into the sunlight it does not burn or glare.
    The touched creature loses any light sensitivity, blindness or vulnerability (including those only caused by sunlight) for the duration (such as a vampire or wraith’s vulnerability to sunlight).
    In Setting: This spell was probably developed by some vampiric arch-mage or some other powerful mage of the Badlands. Some sources accredit it to Pnakost, saying that he used it to allow his vampiric armies to strike at all hours; most sages disbelieve this as there is no record of Pnakost having vampiric armies, and the vain man encouraged histories of his actions.

    Evocation [Light]
    Level: Bard 4, Cle 4, Dru 4, Sor/Wiz 4
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 minutes/caster level
    Saving Throw: None
    SR: no
    The wizard touches the crystal and it glows brightly. The light illumines well till it suddenly cuts off and even elven eyes fail to pierce further than a man’s.
    This spell creates a magically bound and controlled light that extends only 60-ft (brightly illuminated) and then cuts off instantly going no further. Not only does this mean that low-light vision (and superior low-light vision) do not allow one to see further by it but it is impossible to see the light from afar unless you are within its area.
    If any part of the 60-ft radius overlaps with an area of shadowy illumination that also extends outside of the nightlight spell, then the entire area of the nightlight becomes shadowy to those outside it. If it overlaps with another area of bright illumination the whole area becomes brightly lit to those outside it (and highly visible if there is darkness elsewhere). Any light created within the area that is not created by the spell still is visible from outside and affected by low-light vision.
    Otherwise this spell functions as Daylight (counter, dispel, harms orcs, etc).
    In Setting: This spell was most likely designed to combat creatures with darkvision by creatures without it. A creature with darkvision can, and will, avoid carrying a light in the dark caverns they dwell in. Given long enough, and straight enough, corridors this can allow them ample ambush opportunities against foes that carry lights. This spell seems obviously made to overcome that advantage, although who made it is a mystery. Another use is for thieves and others of their ilk who want to be unseen but still need a steady source of light, although one with a smaller range would aid that purpose better.

    Pnakost’s Dark Sphere:
    Conjuration (Creation) [Darkness]
    Level: Sor/Wiz 4, Darkness 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium (100-ft +10 ft/level)
    Effect: One 3 in. square of darkness
    Duration: Instantaneous.
    Saving Throw: None
    SR: No
    From the bale lich’s hand a small sphere of darkness shot forward. It struck into the might dragon and the beast howled in pain as blackness spread across its silvery scales. With a laugh the bale lich fired forth another orb and the mighty dragon returned the assault with swipe after swipe of its silver claws but the bale lich’s defenses protected him easily. With a word he snuffed out its remaining life force.
    ---From the Battle of Pnakost and Argeantir
    You create a 3 in sphere of solid darkness that you fire at an enemy. This requires a ranged touch attack roll and if you hit you deal 1d6 damage/level to the target. Vampires, wraiths and other undead creatures with Sunlight Vulnerability/Sunlight Powerlessness are immune to this spell as are shadow dragons.
    In Setting: This spell was created by Pnakost, greatest of the bale liches and one of the only two (known) true mages since “The Loss”. It is now used by many evil creatures across the Three Worlds and is a favorite of liches, vampires, and dark dwarves.
    Erubos grants his dark dwarf and undead followers this spell as the 4th level spell on the Darkness domain.

    Pnakost’s Hands of Darkness:
    Illusion (Shadow)
    Level: Sor/Wiz 1, Darkness 1.
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25-ft +5 ft/2 levels)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Reflex partial
    SR: Yes.
    You summon forth a hand of pure darkness. It digs into your foe’s back and suddenly his movements become slower as lines of shadows spread across his entire body. From his feet roots of shadow shoot forth and tether him to the ground.
    If the target creature fails its saving throw it is immobilized (cannot move out of the square it is occupying) for the duration and also suffers a -2 penalty to Dex for the duration. If the creature succeeds its base speed (with all forms of movement) is halved for the duration. A Str check (DC equals save DC +5) can be used to break the immobilization as a standard action, this also ends the Dex penalty.
    In Setting: This spell, like many others, was made by Pnakost the dreaded bale lich. It simply halts the target in place but Pnakost would often use it to prevent warriors from closing with him (Ragnos used this spell as his opening when he fought with his son; unfortunately for the bale lich that hero wore an amulet that protected him). It was one that he taught to his war-mages as well, using it to prevent swordsmen from closing with his ill-armored legions; as such it is common amongst wizards of all Three Worlds.
    Erubos (elder god of darkness) grants this spell as the 1st level Darkness domain spell.

    2 Lightning Spells
    Askidel’s Thunder Sword
    Evocation [Electricity]
    Level: Duskblade 6, Sor/Wiz 5.
    Components: V, S, F.
    Casting Time: 1 standard action.
    Range: Personal.
    Effect: Sword of lightning which you can wield.
    Duration: 1 round/level.
    Saving Throw: None.
    SR: Yes.
    The wizard gesticulates wildly with a piece of charred wood and suddenly a blade of blue lightning forms in his hand around the thunderstruck wood. Around the blade you can smell burning ozone and you can hear it crackle.
    When you cast this spell a sword made of pure electricity forms in your hand. With it you can make as many melee attacks each round as your BAB gives you. These attacks are resolved as melee touch attacks that deal 1d6 +1/2 caster levels (max 1d6+10) electric damage with a critical threat range of 18-20/x2. You do not apply any strength bonus to this damage, but you may apply the benefits of the following feats to the use of this weapon: Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier), and Improved Critical (Rapier). The first time you strike any creature with SR roll to overcome its SR, if you succeed it is affected normally by this spell, but if you fail it is immune to all damage from the thunder sword.
    Once during this spell you can throw the thunder sword at a target within close range as part of your attack, in which case you make a ranged touch attack roll. If you hit the sword deals 1d6+1 damage per round remaining in the duration of the spell (max 10d6+10) and the spell immediately ends.
    If the blade touches any creature, while the sword is not being grasped by the caster, that creature takes damage as if the blade had been thrown at it and the spell immediately ends. If the blade is not held by the caster for 1 whole round the spell immediately ends.
    Focus: A piece of wood that has been struck with lightning.
    In Game: This spell was created by Askidel a female thief-mage of the last century, although stories tell that Ragnos used a similar spell that used a blade of flame instead of lightning. Other notable users of this spell include Majiul a powerful mage from Klarkash who went into seclusion somewhere on Masor (in truth retired to serve on the Council of the Order of the Seal) in his old age, and Marcus a magical prodigy who was killed at the beginning of the Orc War (in truth he was killed by the illithids a short time before the out-break of the Orc War).

    Morriel’s Blast of the Bronze Dragon
    Evocation [Electricity]
    Level: Sor/Wiz 3, Storm (Thor variant) 3.
    Components: V, S, M/DF
    Casting Time: 1 standard action.
    Range: Medium (100-ft +10 ft/level)
    Effect: One sphere of lightning 3” in diameter.
    Duration: Instantaneous
    Saving Throw: None, Ref Half, Ref Negates, see below.
    SR: Yes.
    Around the mage’s face appears the visage of a bronze dragon opening it’s mouth wide. From the mage’s upon mouth shoots a ball of crackling yellow lightning. As it strikes the orb explodes in a scintillating blast of energy.
    When you cast this spell you may either choose to aim at a creature or a square intersection (just like with a grenade-like weapon). If you miss it is resolved just like a miss with a grenade-like weapon.
    If this spell hits a square intersection it deals 1d6 electric damage/caster level (max 10d6 at 10th level) to all creatures within 5-ft radius (i.e. the four squares that make the intersection), all such creatures may make a reflex save for half.
    If this spell hits a creature most of the electricity surges into that creature. It gets no saving throw taking the full 1d6/level damage and all creatures adjacent to it (i.e. within 5-ft of its area) take half that damage and can make a Reflex save to negate damage entirely.
    Arcane Material Component: A single copper piece.
    In Game: This spell was created by the gnome sorcerer Morriel Vanbussen Grimple (several other names have been omitted and only his primary names are listed) who claimed descent from a bronze dragon. He was killed when ambushed by a group of priests worshipping Tiamat.

    2 planar spells
    In this tome I will detail two planar spells. The first is Locate Portal which tells you the location of the nearest magical portal within hundreds of feet. The second is Safeguard of Oceanus which protects you from the effects of the River Styx.

    Locate Portal
    Level: Sor/Wiz 1, Portal 1
    Components: V, S, F/DF
    Casting Time: 1 full round
    Range: 300-ft/caster level or see below
    Effect: 300-ft/caster level burst centered on caster or see below
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: None
    The mage waved his hands and muttered a few words of power. The key in his hand began to glow and then he opened his eyes and smiled, “I found one.”
    You know the location of the nearest active planar portal within the area of this spell’s effect. You gain no information other than the fact that the portal is active and its exact distance and direction from you. Alternatively you may cast it so that you detect the location of all nearby portals, but if you do so the range/effect is divided by three.
    Unlike most spells this spell is not blocked by intervening materials except for force effects and lead.
    Arcane Focus: A small copper key.
    In Setting: In the Three Worlds this is a particularly important spell as naturally occurring portals pop up all over from time to time. It is granted instead of Summon Monster I by the Portal Domain.

    Safeguard of Oceanus:
    Level: Clr 3, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action.
    Range: Touch.
    Duration: 10 minutes/caster level divided by the number of targets.
    Saving Throw: Yes (Harmless)
    Spell Resistance: Yes (Harmless)
    The priest bows his head and with a few words of prayer sanctifies you against the effects of the River Styx.
    This spell protects the affected creatures against the memory stealing effects of the River Styx, and gives them a +4 resistance bonus on saves versus other memory erasing/altering effects. It can affect a number of targets equal to your caster level but the duration is equally divided amongst all affected creatures.
    Material Component: 5 lbs of powdered silver mixed into water.
    In Setting: This spell is used by travelers on the Lower Planes to avoid the effects of exposure to the River Styx. It has few, if any, other uses.

    Spells by 2 NPCs important to the campaign setting's past
    In this tome we will reveal certain spells invented by Pnakost and Ragnos the two greatest of the Bale Mages. This is no where near a complete listing of the spells they invented, even of those not found in the PHB or Spell Compendium. Most of the spells included represent either Pnakost’s magical curiosity or Ragnos’s obsession with combat.

    Fire Stars:
    Evocation [Fire]
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 4 20-ft.-radius spreads
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes
    The mage spouts streams of gibberish and suddenly four spheres of flame appear throughout the ranks of your soldiers. To your sudden horror they explode into balls of fire to the arcanist’s laughing glee.
    You cause up to four spheres of fire to form and explode. They may be anywhere out to long range but no two may have overlapping areas and you must have both line of sight and line of effect to all areas. Each sphere explodes in a 20-ft radius dealing 1d6 damage per level (maximum 20d6) to all creatures in the area, a reflex save halves this damage.
    Material Component: A piece of flint.
    In Setting: This spell is a favorite of pyromancers, or battle field wizards. Unknown to most warmages this spell is considered by some the ultimate form of mass destruction second only to Meteor Swarm. It was one of Ragnos’s many advancements in the field of fire magic; he also discovered the art of preparing any spell as a fire spell.

    Metabolic Burst:
    Level: Duskblade 1, Sor/Wiz 1
    Components: V. S
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round
    You whisper a word of power and wave your hand. Suddenly you feel a surge of energy pour through you and your arm swings faster.
    During the turn you cast this spell you gain 1 extra attack at your highest bonus as part of a full attack; this does not stack with the extra attack from Haste or a speed weapon. At the end of the turn you cast this spell you are fatigued until the end of your next turn.
    In Setting: This spell was developed by Ragnos using the principles of the more powerful Metabolic Increase spell. He created as a convenient spell to use in battle to end it more quickly. It bursts your adrenaline momentarily giving you a short lived rush of energy.

    Metabolic Increase
    Level: Duskblade 3, Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level.
    You raise your hands high as you invoke words of magical power in a dead tongue. You feel energy surging through you and roar with delight.
    For the duration of this spell you gain an extra standard or move action every round, but it may not be used to cast a spell or use a spell-like ability. This means you have 1 full action, 1 standard action, and 1 swift action every round so you could move then full attack or so forth. If you spend all actions (exempting possibly the swift) on attacking you take a normal full attack but also gain 1 attack at your highest attack bonus (this does not stack with that granted from Haste or a speed weapon, or Metabolic Burst). You also gain a +1 bonus to Attack rolls and a +1 Dodge bonus to AC and Reflex saves. While under the effects of this spell you must make a Concentration check anytime you try and cast a spell with a casting time greater than 1 swift action (DC 20+spell level) and all other Concentration checks have their DCs increased by 2.
    When this spell ends you are fatigued until you have at least 1 minute of rest.
    In Setting: Like Metabolic Burst above, this spell was developed by Ragnos for personal combat. It stimulates your body causing it to produce large amounts of adrenaline for a short time but the amount of strain placed upon your body and mind are amazing giving it some failings.

    No Breath
    Level: Sor/Wiz 4 (Lunar Oak 4)
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level
    Saving Throw: None
    SR: Yes.
    The cloud of gas spreads towards you. In the last moments you utter the soft words of this spell and expel your breath. You feel no need to breathe as you walk through the poisonous gas.
    The target no longer needs to breathe and is immune to attacks that require inhalation or scent. This includes poisonous gas as well as spells such as Stinking Cloud. This also allows the target to ignore heat damage that applies only to breathing creatures and to survive underwater or in any other area where he would normally suffocate/drown.
    In Setting: This spell was developed by Pnakost. He found little use for it having made it as an intellectual curiosity. He did use it once in an attempt to fly to the moon but discovered that it was several times further away than he had presumed.

    Ray of Fright:
    Necromancy [Fear, Mind-Affecting]
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action.
    Range: Close (25-ft+5-ft/2 levels)
    Effect: 1 ray.
    Duration: See below
    Saving Throw: Will partial
    SR: Yes
    From your hand a beam of pure darkness stretches forth. The fearless barbarian laughs as it hits him then suddenly his eyes become hunted and with a scream of thoughtless panic he runs dropping the legendary Skull of Arawn.
    You fire a ray of pure horror. If you succeed on a ranged touch attack the target must make a Will save or be panicked for 1 round/level. On a successful save they are instead shaken for 1 round/4 levels.
    Material Component: the bone of a humanoid creature.
    In Setting: This spell was developed by Pnakost and used somewhat during his conquest. Its low number of targets made it weak in his eyes as far as conquest was involved and it fell from favor for more promising spells of the same order such as Fireball and Scintillating Sphere. When he wished to scare opponents he and his armies came to rely on Fear and Word of Fear instead of this single target spell. Even now it is sometimes used by necromancers, though.

    Sense Swap:
    Level: Sor/Wiz 1
    Components: V, S, M
    Casting Time: 1 full round action.
    Range: Touch.
    Target: You and creature touched
    Duration: 1 hour/level (D).
    Saving Throw: None
    SR: None.
    The wizard lays his hands upon you. “This may sting a little.” he says as he mouths words. Suddenly the world changes. No longer does the word extend beyond the light of the candle in a gray-scale waste but the light illumines further, although not as far as the gray waste did. “It’s done.” the wizard says quietly.
    You and a willing touched creature with 3 or greater Int, Wis, and Cha switch certain modes of sensory. The spell can be cast for hearing, sight, or smell. If you cast it for hearing you and the target switch any racial skill bonuses to listen, and any racial hearing based blindsense for the duration; blindsight is too complex and intense for the purposes of this spell and should such an attempt be made the creature that had blindsight loses it but the other only gains blindsense. If you cast it for sight you and the target switch any racial skill bonuses to spot, and any racial low-light vision or darkvision; improved low-light vision, any darkvision beyond 60-ft and the see in darkness ability are beyond the capabilities of this spell and the target that would have gained them instead gains low-light vision, darkvision or both if they would have gained see in darkness. If you cast it for smell you and the target switch any scent ability that you have.
    Material Component: A bit of rabbit’s fur, an eagle’s feather, or hair of a dog depending upon which sense you are swapping.
    In Setting: This spell was an early creation of Pnakost’s it was designed when he was still an apprentice like many other spells. It is now sometimes used by adventurers and necromancers although only rarely.

    4 Elemental Spells
    In this tome of magic we will reveal four spells of ancient elements and four Order feats which allow clerics or druids to use them.

    Tome of the Arch-Mages: Elder spells of the Four Elements
    Channeled Rage of Water
    Evocation [Water]
    Level: Dru 5, Sor/Wiz 5, Order of Pontus 5
    Components: V, S, M
    Casting Time: See text
    Range: See below.
    Effect: Crashing waves of water extending from you out to maximum range.
    Duration: Instantaneous.
    Saving Throw: Fort half.
    Spell Resistance: Yes.
    The druid’s eyes flashed with anger. He shouted words you could never hope to understand and suddenly wave after wave of water crashed about. Your warriors were fallen and the orc druid merely growled again.
    This spell evokes the power of the element of water causes massive waves of magical water to strike forth all about you. The power of this spell and its range depends upon the time you spend casting this spell.
    If you cast this spell as a swift action it deals 1d6 bludgeoning damage (remember damage from spells ignores DR) per two caster levels (max 15d6) to one creature adjacent to you.
    If you cast this spell as a standard action it deals 1d6 bludgeoning damage per caster level (max 15d6) to all creatures within 5-ft of you.
    If you cast this spell as a full action it deals 1d8 bludgeoning damage per caster level (max 15d8) to all creatures within 10-ft of you.
    If you cast this spell as 2 full round actions it deals 1d10 bludgeoning damage per caster level (max 15d10) to all creatures within 20-ft of you.
    You do not need to declare ahead of time how long you want spend casting the spell. When you begin casting this spell, you decide that you are finished casting, after the appropriate time has passed.

    Orb of Stone
    Conjuration (Creation) [Earth]
    Level: Sorcerer/wizard 4, Order of Cabrakan 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Effect: One orb of stone
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Suddenly in your hand forms a solid orb of stone which hurtles forward striking hard into the foe.
    This spell creates a 6” diameter orb of stone and shoots it forward through the use of magic. You must make a ranged touch attack at -2 to hit your target but on a successful hit it takes 1d6 bludgeoning damage per caster level (max 15d6), unlike most spells the damage dealt by this effect is susceptible to DR and counts as magical bludgeoning damage for these purposes. If you have an ability which grants your weapons and natural weapons an alignment type for DR penetration this spell gains that alignment descriptor as well and penetrates DR as if it was a weapon of that alignment.
    Material Component: A handful of sand.
    In Setting: This spell is used mainly by the priests of the earth god Cabrakan although some wizards, primarily dwarves or those of Koth, also use this spell. It is also popular amongst giant wizards and sorcerers and is known by many stone giant sorcerers.

    Step of the Wind
    Conjuration [Teleportation]
    Level: Sor/Wiz 2, Order of Borealis 2
    Components: V, S, M
    Casting Time: 1 full action
    Range: Medium (100-ft +10-ft/caster level)
    Target: You.
    Duration: Instantaneous.
    The mage waved his hands as the soldiers rushed forwards. They were merely ten feet away when suddenly wind swirled around him and he appeared hundreds of feet further off.
    This spell teleports you to any place that you can see (have line of sight) and have line of effect to within range. It cannot take you through a solid barrier even if through some magic means you can see through it. You may take no more than a light load with you when you teleport and may not take any other creatures.
    Material Component: An eagle’s feather.
    In Setting: This spell allows a short range teleportation, although most mages prefer Swift Expeditious Retreat as their means of get away as it requires a much lesser expenditure of magical power and allows a human to move 120-ft in a single round (240-ft sprinting). This spell allows further movement but at an increased cost. Druids and clerics of Borealis sometimes use it but even here it is not the most popular spell.

    Wave of Fire
    Evocation [Fire]
    Level: Sor/Wiz 2, Order of Logi 2
    Components: V, S, M
    Casting Time: 1 full action
    Range: 30-ft.
    Area: Cone-shaped burst.
    Duration: Instantaneous/special see below.
    Saving Throw: Ref halves
    SR: Yes.
    From the druid’s hands suddenly burst a wave of fire, it bathed over his foes searing them to the bone.
    This spell creates a cone of fire which deals 1d4 damage per two caster levels (maximum 5d4 damage) to all creatures in the area (Ref halves). Any creature damaged by this effect catches aflame. Those creatures caught ablaze take fire damage each round until either the flames die (see below) or they are put out (a full round action requiring a second Ref save to be successful or immersion in water). The flames die out slowly dealing 1d4 less damage each round (starting at 1d4 less than the initial damage on the first round of fire damage); those that made their reflex saves take half this damage each round.
    Material Component: A drop of oil.
    In Setting: This spell is a favorite of the priests of Logi, this spell is also used by fire giant sorcerers as well as pyromancers in the Dragon Ridge Mountains.
    Last edited by Zaydos; 2013-01-09 at 08:40 AM.
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