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    Retired Mod in the Playground Retired Moderator
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    Default [3.5] New Spells for the Cowardly Pyromaniac

    I made these spells a while ago but I don't think I ever posted them here.

    Fiery Ray
    Evocation (Fire)
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One ray
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You blast your enemies with a fiery ray. You may fire one ray which deals 1d6+2 fire damage per level (max 5d6+10). The ray requires a ranged touch attack to hit.


    Fire Blast
    Evocation (Fire)
    Level: Sor/Wiz 3
    Components: V
    Casting Time: 1 standard action
    Range: Self only
    Area: 15 foot radius
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    The caster releases fiery energy which explodes around him. Any creature within 15 feet is affected by this spell, Reflex save for half damage. The caster is never affected by this damage. The blast deals 1d6/level fire damage to each target in range (max 5d6). This spell affects objects as well (ignores hardness).

    Quick Jump
    Conjuration (Teleportation)
    Level: Sor/Wiz 2
    Components: S
    Casting Time: 1 swift action
    Range: Self only
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    The caster teleports (jumps) forward a distance equal to 5 feet + 5/level (max 50 feet). The caster may not travel more than 10 feet higher or lower than his current height. Height is not a factor when calculating distance. The area that the caster wishes to jump to must be within his line of effect. This spell may be used to teleport through solid matter. If you land in a square occupied by a solid object, you are pushed to the closest, open square. Every 5 feet traveled incurs 1d4 damage. If you must travel more than your original maximum jump distance to leave the solid body and enter a free square, you take 5d4 damage and the spell fails. After receiving the benefits of this spell, the caster gains 50% miss chance due to the body's instability on the material plane until the beginning of the caster's next turn.

    Split
    Conjuration (Teleportation)
    Level: Sor/Wiz 3
    Components: S
    Casting Time: 1 move action
    Range: Self only
    Area: 10 + 10/level feet (max 100 feet) radius
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: No

    This spell functions as Quick Jump except for the changes noted here.

    The caster may teleport to any location within the area of effect. When the caster teleports, he also creates a mirror image of himself. This copy functions exactly as the spell mirror image except only one is created, and it is placed opposite the caster within the spell's radius. If the image cannot be placed exactly opposite the caster, it is placed in the closest space. The caster must have line of effect with the area the image is being placed. The image may be controlled by the caster as a free action, and unless specified otherwise will move opposite the caster and mimic his actions. If the image and the caster ever exit the radius of the spell, the effect ceases.
    Last edited by Vaynor; 2009-07-23 at 06:50 PM.
    “Sometimes, immersed in his books, there would come to him
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    and the serenity for which he labored was shattered as he realized the
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    Default Re: [3.5] New Spells for the Cowardly Pyromaniac

    The first one seems overpowered compared to Scorching Ray at caster levels 3-6.

    Quick Jump and Split might need Dimension Door's clause about "After using this spell, you can’t take any other actions until your next turn."
    Last edited by DracoDei; 2009-07-23 at 07:27 PM.
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  3. - Top - End - #3
    Retired Mod in the Playground Retired Moderator
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    Default Re: [3.5] New Spells for the Cowardly Pyromaniac

    Quote Originally Posted by DracoDei View Post
    The first one seems overpowered compared to Scorching Ray at caster levels 3-6.

    Quick Jump and Split might need Dimension Door's clause about "After using this spell, you can’t take any other actions until your next turn."
    Well it's only a single ray as opposed to multiple.

    As for the teleport spells, it's kind of the point of the spells that you're able to continue acting once you've teleported. Like, if you cast Quick Jump you can keep running, or attack the target you just teleported next to. That's the reason they're such fast actions.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

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