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    Troll in the Playground
     
    Ziegander's Avatar

    Join Date
    Oct 2008
    Location
    Pabrygg Keep
    Gender
    Male

    Default Some Homebrew Arcane Elemental Spells

    FROST NOVA
    2nd-level evocation

    Casting Time: 1 action
    Range: Self (20ft radius)
    Components: V, S
    Duration: Instantaneous

    A burst of icy winds and frigid energy blasts foes away from you and leaves them chilled. Each creature in a 20ft radius around you suffers 3d10 cold damage and the terrain and all objects and creatures in it are coated in a layer of frost. Creatures damaged by this spell must also make a Constitution save. Those that fail this save are pushed 20ft away from you and until the ends of any affected creatures' next turns, those creatures move at half speed, suffer a -2 penalty to AC and Dexterity saving throws, and can't use reactions.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of effect increases by 10ft, the damage increases by 1d10, and the distance creatures are pushed increases by 10ft each for every two slots level above 2nd.

    ICICLE
    1st-level conjuration

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a vial of water)
    Duration: Instantaneous

    Hovering in the air above an enemy within range, you conjure a large icicle to fall down upon it. If the target fails a Dexterity save it is dealt 3d6 cold damage and is knocked prone. If it succeeds, then it is not knocked prone, but it still suffers half the cold damage.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. For every two spell slots higher than 1st level you may conjure an additional Icicle within 10ft of the original one.

    STATIC FIELD
    2nd-level evocation

    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper coin)
    Duration: Concentration (1 minute)

    Your skin crackles with an electricity that surrounds you and your equipment in a scintillating, evershifting, blue web of energy. For the spell's duration you have resistance to electricity damage, you can cast the Shocking Grasp cantrip as an action, and any creature that comes into direct physical contact with you (or any equipment you carry or are wearing) suffers 1d8 lightning damage once per round of contact.
    Last edited by Ziegander; 2014-10-27 at 10:59 PM.
    Homebrew


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    Special Thanks: Kymme! You and your awesome avatarist skills have made me a Lore Warden in addition to King of Fighter Fixes!

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