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    Default [d20r, Spells] Even More New Wizard Spells

    Choking Dust [Cloud, Earth, Eternal]
    Level: Eternal 3, Oreadic Tradition 3
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Area: 10' radius burst
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: No
    You create a cloud of dust that stifles and chokes creatures within its area. Creatures that are in the area at the time you cast this spell, that begin their turns within the spell's area, or that enter the spell's area must make a Fortitude save or be nauseated for one round. In addition, the cloud of dust is thick enough to block sight to a limited degree. Creatures on opposite sides of the dust cloud that cannot see over it gain concealment from each other.

    Eternal: As above, but the casting time is one immediate action and the spell's duration is one round.

    Daggerveil [Animation, Metal]
    Level: Might of Talos 3
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    This spell creates a swarm of quickly moving self-animated knives swirling about you. The swarm fills your own square as well as any square you are adjacent to. It is not a creature, nor does it act like one. When you move, the swarm follows you.

    At the end of each of your turns, any creature other than yourself that is within the swarm's area takes 1d6 magic slashing and piercing damage, plus an additional point of damage per caster level.

    In addition, as a swift action on your turn, you may fire one dagger at a target within 30'. This functions in all ways like a thrown weapon attack except a successful hit deals 1d6 + your caster level magic piercing and slashing damage and you do not add your Strength modifier to the attack's damage.

    Deflecting Daggerveil [Animation, Metal]
    Level: Might of Talos 9
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    You surround yourself in a whirling barrier of blades that sends any attack that misses you hurling back toward its source. When an attacker misses you due to your Armor Class (but not an attack that misses you due to other circumstances, such as concealment), he must immediately make a second attack roll against himself: if he hits his own Armor Class, he suffers the effects of the attack, using any attack or damage modifiers of the original attack. If the attack carried non-damage side effects (such as a Strength penalty), they also apply to the attacker.

    This spell also functions as daggerveil, except as noted here.

    Earthsight [Earth]
    Level: Oreadic Tradition 4
    Casting Time: 1 minute
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No
    Upon casting this spell, you gain the ability to see through earth and stone within 60' as if it were glass. These materials still block line of effect and provide other such barriers, but you can see through them with little issue.

    You also gain tremorsense 30' while under the effects of this spell.

    Exploit Defect [Fire, Force]
    Level: Might of Talos 5
    Casting Time: 1 standard action
    Range: Medium (100' + 10'/level)
    Target: One non-magical metal object of up to 1 lb. per Caster Level
    Duration: Instantaneous
    Saving Throw: Fortitude or Reflex half; see text
    Spell Resistance: No
    The targeted object takes 2d6 points of fire damage per caster level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by disintegrate) and sending shards of metal in all directions. All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.

    Fissure [Earth]
    Level: Oreadic Tradition 4
    Casting Time: 1 standard action
    Range: 60'
    Area: 60' line-shaped emanation
    Duration: Instantaneous
    Saving Throw: Reflex negates and Fortitude half; see text
    Spell Resistance: No
    You rip open a crack in the ground, creating a fissure 10' wide and with a depth of 5' per caster level. The fissure starts adjacent to you and radiates outwards in a direction of your choosing. You may choose to make the fissure less deep when casting this spell, but the typical depth is the available maximum.

    Creatures in the area who are standing on the ground must make a Reflex save or plummet into the fissure, taking appropriate falling damage. The fissure then closes, crushing creatures within its bounds for 1d6 points of bludgeoning damage per caster level. A successful Fortitude save halves this damage but not the falling damage.

    The closing action of the fissure forces creatures trapped within it towards the surface: once the fissure is closed, any creature that fell into it is deposited on the ground, prone.

    Creatures with the [Earth] subtype are immune to the bludgeoning damage from the fissure's closure, but still may take falling damage from the fissure's opening.

    Liquefy [Polymorph, Water]
    Level: Ondinic Tradition 5
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The target's body becomes liquid and appears to melt into a cohesive, gel-like puddle of water.

    The creature's size does not change, but its type becomes Ooze. Its ability scores remain the same, but it gain temporary Hit Points equal to your Caster Level. If the target is slain while under the effect of this power, it reverts to its original form--but remains dead.

    When in this form, the targeted creature gains the following traits:
    • The targeted creature gains a slam attack that deals 1d8 bludgeoning damage and one additional slam attack for each three caster levels above 9th level. All slam attacks granted by this spell have an enhancement bonus equal to one-third your Caster Level (round down, minimum +1).
    • The targeted creature gains the ability to exist comfortably in water without breathing indefinitely, and it gains a swim speed equal to its land speed.
    • The targeted creature gains immunity to critical hits, sneak attacks, stunning, and paralysis.
    • The targeted creature gains amorphous evasion: if it is affected by an effect that has a Reflex save for a reduced effect and it makes the save, it is unaffected by the effect. On a successful save, the creature may also make a 5' step.
    • The targeted creature gains the ability to pass through gaps and openings as small as an inch in diameter.
    • The targeted creature gains the ability to see in all directions and is immune to flanking.
    • The targeted creature gains Tremorsense out to 60'.

    The transformed creature retains all supernatural and spell-like special attacks and special qualities of its normal form, except for those requiring a body part that the new form does not have, if any. The transformed creature keeps all extraordinary special attacks and special qualities derived from class levels, but loses any benefits of the racial traits of its normal form. If the transformed creature has a template, special abilities it provides are likewise not retained. The transformed creature can communicate normally. The transformed creature retains any spellcasting ability it had in its original form, but also is inflicted with a 25% chance of spell failure.

    The transformed creature can freely designate the new form's minor physical qualities--such as color and general appearance--within the normal ranges for an ooze.

    When the change occurs, the transformed creature's equipment melds into the new form and becomes nonfunctional. When it reverts to its normal form, any objects previously melded into the ooze form reappear in the same location on the creature's body they previously occupied and are once again functional. Any new items worn in the ooze form and can't wear in your normal form fall off and land at your feet; any that could be worn in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.

    Perfection [Alteration]
    Level: Eternal 8, Might of Talos 8
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 24 hours
    Saving Throw: None (harmless)
    Spell Resistance: Yes (harmless)
    You grant the touched creature a +4 insight bonus to all its ability scores.

    Eternal: This spell functions as above, except it provides a +6 bonus, the casting time is a swift action, and the duration is reduced to 1 round/level.

    Petrify [Curse, Earth, Polymorph]
    Level: Oreadic Tradition 2
    Casting Time: 10 minutes
    Range: Touch
    Target: Object touched, not exceeding 1 cubic foot of material per 2 levels
    Duration: Permanent
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes (object)
    The touched object transforms under your touch, becoming made of stone. A touched object transformed in this way loses no pliability and remains fully functional. It also increases its hardness to 10 and its Hit Points to 8 per inch of thickness.

    Previously combustible items that have been altered by petrify are no longer flammable. An article of clothing altered via petrify provides its wearer a +2 bonus to Armor Class and has no armor check penalty, spell failure chance, or maximum Dexterity bonus; similarly, a weapon altered by petrify changes its damage type to bludgeoning. In any instance, the item can be enchanted as if it were masterwork.

    Items modified by petrify also alter their weights (generally heavier) to be consistent with a similarly-sized item made of stone. They also become susceptible to spells or effects that specifically alter or affect stone (such as stone shape or earthsight). Some items may gain or lose functionality when subjected to this spell: while a piece of parchment will become non-flammable, it will also not readily accept ink (though any existing ink will be similarly petrified when subjected to this spell).

    A break enchantment or remove curse spell will reverse this spell's effects.

    Sudden Storm [Eternal, Water]
    Level: Eternal 2, Ondinic Tradition 2
    Casting Time: 1 full-round action
    Range: Medium (100' + 10'/caster level)
    Area: 100' + 10'/caster level radius burst, centered on you
    Duration: 2 rounds/level
    Saving Throw: None
    Spell Resistance: No
    On the first round you cast this spell, dark stormclouds gather overhead. On the second round and for the remaining duration of the spell, a heavy rain falls on the area. This has all typical effects in combat for a severe rainstorm, which are delineated here.

    The rain reduces visibility ranges by half and inflicts a -4 penalty on ranged attack rolls. Unprotected nonmagical fires are automatically extinguished, and protected nonmagical fires have a 50% chance of being extinguished. As part of this spell, you make a Caster Level check as if you were dispelling: if your Caster Level check is high enough to dispel an ongoing magical fire effect within the area of this spell, it is suppressed for this spell's duration. Spells with the [Fire] descriptor cast within the rain take a -2 penalty to their effective Caster Level.

    This spell does not function indoors, underground, or underwater. Casting this spell in a normally dry area may have side effects at the DM's discretion, up to and including flash floods, mudslides, and other potential hazards.

    Spells and effects that have altered effects during a storm use their altered traits during a sudden storm.

    Eternal: As above, but the range, area, and duration is halved.
    Last edited by Fax Celestis; 2013-10-14 at 10:34 AM.

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    You've written three sets of wizard spell, but no wizard class.

    It's driving me crazy.

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Quote Originally Posted by Just to Browse View Post
    You've written three sets of wizard spell, but no wizard class.

    It's driving me crazy.
    I have to write twenty-five more wizard spells and then I can be done with the wizard class.

    Intentionallyvagueman awaaay ~~/o/

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Got to say, a wizard able to bring down a storm every few seconds would be a true boon in case of a drought.
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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Quote Originally Posted by Morty View Post
    Got to say, a wizard able to bring down a storm every few seconds would be a true boon in case of a drought.
    To be fair, they could do this in 3.5 already, just with a single, higher-level, longer-duration spell (control weather).

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Indeed, but here, they can do it as early as on 3rd level, assuming you get new spell levels at the same intervals. I'm not saying it's bad, I'm just considering the implications.
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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Quote Originally Posted by Morty View Post
    Indeed, but here, they can do it as early as on 3rd level, assuming you get new spell levels at the same intervals. I'm not saying it's bad, I'm just considering the implications.
    dirty munchkin, stop concerning yourself with the welfare of peasants!

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Are you sure the at-will version of Choking Cloud should be an immediate action at 3rd level?

    It also seems very odd that the at-will version of Perfection is a higher bonus. With the lower duration it probably comes out neutral, but I thought the at-will effects were supposed to be weaker?
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    Default Re: [d20r, Spells] Even More New Wizard Spells

    The Eternal discussion seems to be missing the context of what I believe is the current d20r Wizard draft; eternal 2nd-level spells are first available at Wizard level 8, while 3rds come online at 12, and you only get one such slot at those points.

    Quote Originally Posted by Fax Celestis View Post
    Petrify [Curse, Earth, Polymorph]
    […]
    The touched object transforms under your touch, becoming made of stone. A touched object transformed in this way loses no pliability and remains fully functional. It also increases its hardness to 10 and its Hit Points to 8 per inch of thickness.
    But what if its hardness or HP are already more than those? For example, an adamantine item.
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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Quote Originally Posted by TuggyNE View Post
    The Eternal discussion seems to be missing the context of what I believe is the current d20r Wizard draft; eternal 2nd-level spells are first available at Wizard level 8, while 3rds come online at 12, and you only get one such slot at those points.
    Correct.

    The d20r Sorcerer draft (mostly just a skeleton, right now), however...

    Quote Originally Posted by TuggyNE View Post
    But what if its hardness or HP are already more than those? For example, an adamantine item.
    Because of the use of the word "increase", it wouldn't change. I should still probably put in an "if lower" clause just for clarity's sake.

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    Default Re: [d20r, Spells] Even More New Wizard Spells

    Quote Originally Posted by TuggyNE View Post
    The Eternal discussion seems to be missing the context of what I believe is the current d20r Wizard draft; eternal 2nd-level spells are first available at Wizard level 8, while 3rds come online at 12, and you only get one such slot at those points.
    Oh, I see. I missed that part, heh. Objection withdrawn.
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    Default Re: [d20r, Spells] Even More New Wizard Spells

    I missed it as well. It certainly clears up a few things.
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