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  1. - Top - End - #1
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Fixing Evocation: Over 100 spells

    Hey there. Realms of Chaos here, giving you what will probably be one of my last pieces of homebrew for 3.5 (high time to transition to pathfinder), a project that has been in the works for quite a while. A year or two ago, I produced a thread with a panoply of new evocation spells with the goal of “fixing” evocation. Since then, I have pretty must doubled the spells that I’ve produced. Below, you will find over 100 evocation spells, designed both to expand what evocation is capable of while giving it a more solid core of blasting. Hopefully, these additions should make Evocation not only palatable but actually "competitive" within most levels of optimization.

    The Problem with Evocation
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    For a long time, it has been something of a running joke in 3.5 that evocation is one of the weakest schools of magic in all of existence. There are only a couple of decent spells that are easy to forego and anything you happen to need can be copied through shadow magic. With that being said, there is little precious little reason for a specialist wizard not to ban evocation.

    Most people that I’ve seen look at the problems with evocation are quick to point out that blasting is pretty bad in D&D. Raw damage can’t really keep up with all of the spells that instantly kill or incapacitate foes and crowd control is generally a very frustrating strategy in most campaigns. On top of that, many evocation spells simply amount to little more than “X shape of Y energy”, hardly the most creative effects in the world.

    I, however, don’t think that blasting being subpar is the biggest problem with evocation. Actually, I think that the biggest problem is that so many people seem to regard the above as being the only problem with evocation.

    Let me back up for a moment and explain what I mean. With most schools of magic, WHAT the magic does is far less important than HOW the magic accomplishes its tasks. Transmutation doesn’t just polymorph people or just buff people or just transmute objects. Instead, Transmutation allows for the manipulation of physical matter, which logically allows for each of those effects. Enchantment doesn’t just give buffs or just control minds or just inspire fear. It messes with the minds of others, which can logically be used to accomplish any of the above. By concentrating on how a school of magic functions, larger swaths of effects can be covered instead of giving each school only one effect.

    With evocation, the archetypical battlemage slinging fireballs and lightning bolts kind of blinds us to everything else that evocation is. Evocation is not blasting. Evocation has never been blasting. Blastign may be a sizeable portion of what evocation does, true, but the conceptual nature of evocation includes effects such as Deeper Darkness, Floating Disk, Faerie Fire, Tiny Hut, Evoke Magic (LoM), Consecrate, Unhallow, Contingency, Forcecage, and Miracle. While blasting should certainly be buffed, fixing evocation ultimately requires giving evocation a more solid definition that you can use to expand it outwards like every other school of magic.


    My Definition for Evocation:
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    I define evocation as the creation and control of energy (as opposed to the creation of matter through conjuration and control of matter through transmutation). Positive and Negative energy, falling under the perview of necromancy, can only be controlled in very loosely. This manipulation is built off of real physical processes unlike the metaphysical wards that abjuration creates. Further, evocation takes place within the physical world instead of being a mental process (like enchantment), a phenomenological process (like illusion), or a combination of the two (like divination).

    As force functions much as the missing link between energy and matter, evocation and conjuration possess similar amounts of influence over force. In certain cases, create or manipulate the physical medium through which a form of energy is best expressed. What this last point means is that just like the Iceburg spell (Frostburn) can create ice instead of just freezing temperatures, so too can evocation spells create electricity instead of just shocks, fire instead of just burning, and acid instead of just corrosion (as popular examples)

    For the purpose of evocation, control over energy is not to be confused with control over the elements (traditionally listed as fire, earth, air, and water). Though both have a relation to fire, the elements tend towards physical objects and are thus the domains of conjuration and transmutation.

    At the same time, evocation is not exclusively limited to releasing abrupt bursts of harmful energy, in spite of most common conceptualizations. While the most obvious use of fire, lightning, and acid to cause may be to cause grievous bodily harm, these forms of energy can be used in less obvious ways for greater effect. Just as a conjurer can summon a sphere of acid and a transmuter can disintegrate matter by removing its substance, so too can a canny evoker use long and non-lethal doses of energy to “curse” others or use flames to cauterize wounds.


    The Forbidden Energies:
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    Talking about blasting, there are three forms of energy that deserve extra conversation.

    First, let’s quickly talk about sonic damage. Sonic damage is the best type for damaging objects and is resisted by the fewest number of creatures. As such, many people label sonic energy as the objectively best type of energy. In this project, I am treating sonic damage as I would any other type of energy. I do this in part because many aspects of the game already treat sonic damage as being equal. Energy substitution can make your spells deal sonic damage as easily as fire damage, for example, and orb of sound isn’t a higher spell level than orb of fire. As the low number of creatures resistant to sonic damage isn’t an inherent part of the design to 3.5, making sonic damage more difficult to access would end up sounding a little bit awkward.

    Secondly, let’s talk about acid damage. Acid damage is weird for a number of reasons that have resulted in no core evocation spells dealing acid damage and no psionic “energy” powers dealing acid damage. Unlike fire or lightning bolts, acid is a physical substance. Creating a beam of acid means creating a physical object out of nothing, which means conjuration. Even if you want to focus on “corrosion” instead of physical acid, disintegration already belongs to transmutation. At the end of the day, however, evocation seems to be about calling forth energy and acid is treated as “energy” in D&D. Between this and the ease with which evocation can already gain acid damage through energy substitution, it seems acceptible to allow for evocation to “create” acid without bending over backwards

    Finally, I want to talk to you about something a bit more nebulous. Between spells like invoke magic, contingency, and miracle, I would like to make the case that evocation can be used to call forth “raw energy”, which might be used to force through spells or accomplish similar ends. While the number of spells supporting this hypothesis is admittedly tiny, allowing for this form of energy would fall in line with the ability of evocation to control energy and would grant evokers something somewhat unique.


    Psionics and Scaling: My Blasting Aesthetic:
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    While one of my missions with this project was to expand what evocation can do, I was sure to put in a solid core of blasting abilities for anyone who wanted them. The blasting spells that already existed really weren’t quite up to snuff and have long been in need of a tune-up. With that said, there are two decisions that I made in creating this core of blasting that may require a bit of defending.

    Point 1. First, I decided to take a page out of the expanded psionic handbook and make the main blasting spells fully versatile in what type of energy damage they can deal. Spells put in items are set to one form of energy, prepared casters have to prepare a form of energy in advance, and spontaneous casters can choose what form of energy as they cast (giving the sorcerer a small boost). In response to this move, I can imagine people arguing that there’s little point in having different forms of energy if the main blasters can pick and choose what type they want.

    I’d actually like to argue this from the opposite angle. I for one consider it somewhat wasteful that the current paradigm suggests that there should be five spells that are completely identical in every way except for energy. I think that sort of thinking has wasted space in countless splat-books and that a spell shouldn’t be artificially linked to a form of energy. Blasting in a cone doesn’t inherently point to cold damage more than fire damage or acid damage so why on earth do we have a “cone of cold” spell? Could you imagine if we split up protection from energy into 5 different spells or split fire shield into 2 spells while following that philosophy? All that we’d do is make things even harder for sorcerers.

    I’m not saying that specific-energy blasts shouldn’t exist, mind you, but rather that there should be some logical link between the type of energy being dealt and the effect (even if the effect may make some sort of sense with one or two other forms of energy). For example, sending a jolt of lightning across a metallic plane or body of water to hurt someone seems more fitting than doing the same thing with acid damage or sonic damage. Likewise, exploding and reforming from the ashes seems a bit more fitting with fire damage than with anything else.

    Point 2. Most schools of magic have spells that scale pretty darn well. In fact, many of the major buffs and utility spells out there are 4th level or lower. Stuff like Identify, Fly, Invisibility, Glibness, Death Ward, Freedom of Movement, Divine Power, Discern Lies, Knock, Discern Lies and so forth can remain useful even into pretty high levels.

    With blasting, however, this has never quite been the case. The 5d4+5 damage dealt by a magic missile means nothing at level 20, for example. Because hit points in 3.5 are pretty much binary (you are either fighting at full strength or are incapacitated), giving blasts any amount of staying power means letting them scale far better than nearly any other form of spell. While a level 7 blasting spell will generally be better than a level 2 blasting spell, I believe that the level 2 blasting spell should be at least usable.


    New List of Evocation Spells By Level:
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    Evocation Cantrips: Dancing Lights, Light

    Evocation 1st level spells: Break*, Brilliant Combustion*, Chill Spine*, Dazzling Misdirection*, Energy Backlash*, Energy Missile*, Energy Touch*, Floating Disk, Force Minion I*, Force Tools*, Gust of Wind, Heartfire*, Magic Missile, Magical Flare*, Persistent Blade (SC), Phantom Accompaniment*, Reflexive Jolt*

    Evocation 2nd Level spells: Acidic Sheen*, Black Light*, Blast Barrier*, Cauterize/Solder*, Coercive Force*, Conductive Conduit*, Continual Flame, Darkness, Energy Cone*, Energy Line*, Force Minion II*, Icy Preservation*, Launch*, Repel Light*, Shatter, Sound Manipulation*, Twist Arcana*

    Evocation 3rd Level Spells: Blacklight (SC), Caster’s Insistence*, Chain Missiles (SC), Daylight, Destroy*, Energy Aura*, Energy Barrier*, Energy Sphere*, Flash Freeze*, Fluttering Lights*, Force Hand*, Force Minion III*, Great Thunderclap (SC), Ice Storm, Mystic Brand*, Ray of the Python (PHB II), Selective Sound*, Shock Therapy*, Spicy Torment*, Tiny Hut, Unseen Arcana, Wind Wall

    Evocation 4th Level Spells: Battlemage’s Retort*, Cleansing Heat*, Delayed Acidic Sheen*, Energy Barrage*, Energy Spheres (SC), Explosive Potential*, Force Minion IV*, Force Missiles (SC), Greater Energy Missile*, Greater Energy Touch*, Heart of Ice*, Intensify Glare*, Interposing Hand, Phasing Vibrations*, Recharge Arcana*, Resilient Sphere, Static Puppet*, Walking Voids*, Wingbind (SC)

    Evocation 5th Level Spells: Caustic Solution*, Energy Trap*, Evoke Caster*, Force Minion V*, Forceful Hand, Greater Energy Line*, Greater Energy Cone*, Hoary Guardian*, Insidious Susurrus*. Luminous Essence*, Mage Sword, Reforge*, Safe Room*, Sending, Spastic Shock*, Sunburst, True Darkness*, Wall of Force

    Evocation 6th Level Spells Alkahest*, Contingency, Grasping Hand, Gravity Well*, Greater Energy Aura*, Greater Energy Sphere*, Greater Fluttering Lights*, Force Minion VI*, Hellfire Brand*, Negate Light*, Reinforce*, Shocking Resuscitation*, Sonic Boom*, Supercharge Arcana*, Winter Wonderland*

    Evocation 7th Level Spells: Alacritous Lightning*, Clenched Fist, Discordant Ward*, Eternal Rest*, Font of Power*, Force Manta*, Force Minion VII*, Forcecage, Impenetrable Darkness*, Prismatic Spray, Rewards of Stress*, Ruination*, Shock and Awe*, Superior Energy Missile*, Superior Energy Touch*, Trueforge*

    Evocation 8th Level Spells: Bornum’s Town Wall*, Crushing Hand, Cryofreeze*, Dissolve Evidence*, Entropic Phoenix Requiem*, Greater Evoke Caster*, Force Minion VIII*, Mass Spastic Shock*, Second Voice*, Shadowslayer*, Superior Energy Line*, Superior Energy Cone*, Telekinetic Sphere, Void Puppets*

    Evocation 9th Level Spells: Absolute Zero*, Alkahest Wave*, Constellation of Force*, Eternal Night*, Evoke Magic (LoM), Force Minion IX*, Lucent Masquerade*, Meteor Shower*, Primal Essence*, Reality Maestrom (SC), Second Sun*, Soundscape*, Superior Energy Aura*, Superior Energy Sphere*, Wrath of the Heavens*
    Last edited by Realms of Chaos; 2014-09-07 at 09:18 AM.
    I'm try not to be too vain but this was too perfect not to sig.
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  2. - Top - End - #2
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Fixing Evocation: Over 100 spells

    Absolute Zero - Dissolve Evidence
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    Absolute Zero
    Evocation [Cold]
    Level: Sor/Wiz 9
    Components: S, V
    Casting Time: 1 Standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: One empty 5-foot square
    Duration: 1 round/level
    Saving Throw: None and Reflex negates
    Spell Resistance: No

    You create a single point in space where even the smallest traces of energy are drained, causing atoms and their components to collapse upon themselves into an intinitesimally small space as a powerful vacuum is created. Any creature that enters the affected square is instantly slain if they lack immunity to cold and takes 1d6 damage/level (maximum 25d6) per round even then (no save). Similarly, any object (other than an artifact) that enters the square is instantly destroyed. Objects and creatures destroyed in this way leave no remains. Less physical phenomenon like fire and wind fail to pass through the square and light is caught as well, creating the appearance of a sphere of blackness 5 feet in diameter that no senses can pierce. Even magic is caught in the field and once the spell has been cast, allowing castings of Absolute Zero to ignore antimagic field, dispel magic, mage’s disjunction, spell immunity and similar spells and effects.

    While the sphere is completely immobile, it is surrounded with a powerful vacuum on all sides, pulling matter in towards it continually (this ability does not function if already within a vacuum). The vacuum extends out in a 30-foot radius from the sphere, causing loose objects and creatures in range to make a Reflex save each round or be drawn inwards 1d4 x 5 feet. If this would draw a creature into the air, the target effectively gains the benefits and penalties of a levitate effect. Otherwise, it requires a DC 25 Tumble or Strength check to move 5 feet away from the sphere as a move action and the vacuum fails to reach through solid objects. Ranged attacks made in this area are treated as if firing into severe wind.

    If Absolute Zero would accidentally be cast into an occupied square, it instead appears in the nearest unoccupied space within range, failing if there are no such squared.

    Notes:
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    Well, how is this for starting things out with a bang. This spell creates something close to a little black hole, impossible to fully resist if you are pulled in and impossible to end early. While this ability allows for a save like all save-or-dies, the black hole you create remains a danger throughout its duration and a good bull rush can easily end in cheers (or tears). Welcome to the domain of 9th-level evocations


    Acidic Sheen
    Evocation [Acid]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One large or smaller object
    Duration: Instantaneous + 1 round
    Saving Throw: Fortitude Save (object) or Reflex partial
    Spell Resistance: No

    If the targeted object fails its fortitude save, its outermost layer dissolves into a coat of powerful acid, instantly dealing 1d6 points of acid damage/2 caster levels (maximum 10d6) to all creatures and objects in contact with it or that touch it within 1 round. Further, if it is being held by a creature that takes acid damage in this way, the object is dropped. A Successful reflex save by a creature holding the affected object halves the damage they take and allows the holder to retain their grip (no saving throw is permitted if the object isn’t possible to remove immediately, such as armor). The acid is quickly shed from the item and loses all potency, dealing no further damage to the object.

    Notes:
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    While this isn’t the most damaging tool, the ability to make opponents avoid touching things has more than its fair share of uses, from making it dangerous to follow you through a door to making foes drop weapons or staves


    Acidic Sheen, Delayed
    Level: Sor/Wiz 4
    Duration: up to 1 hour, then instantaneous +1 round

    This spell functions as Acidic Sheen, with the differences mentioned above and below. When casting this spell, you may choose to delay its effects for up to 1 hour.

    If the object has been ingested before then, the creature that ingested the object takes the acid damage for three consecutive rounds and is nauseated for all three rounds, though they are permitted a Fortitude save each round to halve the damage and negate the nauseated condition. Detect Poison and similar effects fail to function against this spell.

    If the object is animated or reanimated within that time, the resulting creature takes no damage from the effect but the acid harms all objects the target is holding (a successful Reflex save allows the target to drop whatever they are holding without harming it), to all creatures grappling the target (Reflex save for half), and adds that damage to all natural attacks and unarmed strikes the target makes for 1 round.

    Notes:
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    While similar in effect to the normal Acidic Sheen, the allowances that this spell grants you allows for a wider variety of tactics you can engage in. If you combine this spell with the static puppet spell, you can get some acid zombies through evocation alone it you are so inclined.


    Alacritous Lightning
    Evocation [Electricity]
    Level: Sor/Wiz 7
    Components: None
    Casting Time: 1 free action
    Range: Long (400 ft. + 400 ft./level)
    Target: 1 creature
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance Yes

    In less than the blink of an eye, the caster sends a single bolt of lightning out at the target to deal 1d6 points of electricity damage/2 levels (maximum 10d6), or half that if the target succeeds on its Reflex save. As this spell is cast as a free action, this spell may be cast any number of times within a single round in addition to other actions. However, this spell may only be cast during the caster’s action, a readied action can only be used for a single casting of this spell, and no two castings of this spell by a single caster within a single round may select the same target.

    Notes:
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    Yup, a burn spell as a free action. You have to burn your high-level spell slots and can’t damage any single creature more than once per turn but I feel that this provides an interesting break to the action economy.


    Alkahest
    Evocation [Acid]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 50-ft radius spread
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You create a burst not of normal acid but of the idealized acid many alchemists seek, an alkahest capable of breaking down nearly anything. All creatures and objects within the chosen area (including the ground) is coated in this powerful acid, taking 2d6 damage each round. While half of this damage is acid damage, the other half is the inexorable strength of the alkahest and ignores energy resistance, energy immunities, hardness, and even regeneration.

    Whenever a creature or object coated in this alkahest is destroyed or slain, the destroyed objects is completely dissolved, leaving no sign of its presence. Further, there is a 20% chance that the acid drops down onto whatever else is in the same square (or rains downwards until it reaches something to coat), continuing its destructive work.

    While there is no Saving Throw to avoid an Alkahest, rolling around on the ground where there is no alkahest or dousing oneself in a large quantity of liquid (typically full-round actions that provoke attacks of opportunity) has a 20% chance of freeing oneself from the effect. Otherwise, the acid continues until it dissolves even itself by the end of the duration.

    Note:
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    This spell is a different take on a damage-over-time spell. You hit a lot of things with acid that deals decent damage (ignoring all resistances) and don’t allow an initial save. Instead, a creature can free itself with an average of 1-5 rounds spent doing nothing else.


    Alkahest Wave
    Evocation [Acid]
    Level: Sor/Wiz 9
    Range: Long (400 ft. + 40 ft./level)
    Area: 100-ft. radius spread
    Duration: 10 minutes
    Saving Throw: Reflex partial

    This spell functions much as Alkahest except as mentioned above and below. Far greater quantities of alkahest are spilled over the area, dealing 1d6 damage/level on the first round instead of 2d6 and possibly making the acid harder to escape. If the target succeeds on a Reflex save, this damage is halved and the alkahest functions as the normal Alkahest spell afterwards. Otherwise, the target is coated in so much of the acid that removing it requires three separate successful actions spent trying to remove it (as Alkahest). Due to this difficulty and the long duration, this spell is known for making holes in castles, destroying even resilient foes, and leaving mysterious pits in the ground where it was used.

    Note:
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    As far as 9th level evocation spells, this one is pretty mild. You deal over 200d6 damage to everything in a huge area but it requires a long time to do so. If a creature doesn’t immediately start removing the alkahest, they are going to take a good deal of damage. More than damaging creatures, however, this is a spell for destroying large portions of structures.


    Battlemage’s Retort
    Evocation [Force]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Personal and Medium (100 ft. + 10 ft/ level): See Text
    Targets: You and a spellcaster within range
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: Yes

    While this spell is in effect, you can answer an opponent’s spells in a more painful manner. Whenever you have readied an action to counterspell an opponent and the opponent attempts to cast a spell, you may forego the normal counterspell attempt and instead launch a bolt of force at the opponent if they are within range, requiring a ranged touch attack and dealing 1d10 force damage/2 caster levels (maximum 10d10 damage, forcing the target to make a Concentration check to continue casting the spell, as normal).

    Notes:
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    I don’t know about you but when I think of evocation, I almost immediately think of epic wizard duels filled with bolts of lightning and fireballs. With that being the case, I’m surprised that evocation has never received a dueling spell. While countering magic is more of an abjuration thing, PUNISHING spells sounds perfectly in-flavor.


    Black Light
    Evocation [Light]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 10-foot radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Rather than creating an incredibly bright light, you reveal more of your world through the creation of a different sort of light, a dull violet glow that fills the area with dim illuminations. Within the area, however, liquid traces of creatures such as sweat, blood, and urine glow with incredible brightness, granting a +5 bonus on Search checks and Survival checks made to track made within the area. This bonus increases to +10 at caster level 9th and +15 at caster level 15th. You may move the area up to 30 feet as a move action, so long as it stays within range of your location.
    Notes:
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    Yup, a light spell that creates ultraviolet light in place of visible light. How about them apples.


    Blast Barrier
    Evocation [See Text]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 Immediate Action
    Range: 10 ft.
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. One target of your choice within range takes 2d6 damage of the chosen type and is blown back 10 feet away from you before falling prone. A successful reflex save halves the damage and prevents the target from falling prone but does not prevent the movement. Creatures more than two size categories larger than yourself are immune to the movement caused by this spell. This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    It’s time for a defensive evocation, one that exists just to blow back enemies who were about to strike at you. The damage is minor but it’s intended as one of those few super-defense spells like wings of cover, being more used for the blowback.


    Bornum’s Town Wall
    Evocation [Force]
    Level: Sor/Wiz 8
    Components: V, S
    Casting Time: 1 Hour
    Range: 1 mile
    Area: Cylinder centered on you with radius up to 1 mile and height up to 50 feet.
    Duration: 1 Day/Level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell forms a barrier of force around the area, digging down into the ground as far as it reaches up into the sky. Though air and water can pass through this barrier, airborne or waterborne toxins cannot. Similarly, creatures formed of air and water can’t pass through the barrier and all other substances can’t pass directly through it. If one or more structures within the area of this spell towers above or descends below the vertical limits of this spell, holes in the barrier just large enough to allow these structures to stand are formed. Within the bounds of this area, the temperature is controlled and harsh weather is negated much as if by a tiny hut spell. Though hurricane-force winds pierce the barrier as though it weren’t there, they do not eliminate the barrier. At the caster’s option at the time of casting, the barrier may be opaque or transparent. The caster and any number of targets he indicates as he casts the spell can form a hole in the barrier up to 10 feet in diameter or close a gap of up to the same size as a full-round action. Bornum’s Town Wall can only be damaged by means that would damage a wall of force.

    Notes:
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    Tiny Hut + Resilient Sphere + huge range = awesome barrier. I admit, however, that this is a spell far more about scope than raw power.


    Destroy
    Evocation
    Level: Sor/Wiz 3
    Components: V, S, F
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One small object/level; see text
    Duration: Instantaneous
    Saving Throw: None or Fortitude Negates (object)
    Spell Resistance: No

    Casting this spell, you rip a number of objects apart by filling them with excessive kinetic energy. You may break one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. If a structure is broken in this way, all creatures within it are subjected to a cave-in if applicable. Magical objects and attended objects may make a Fortitude save to resist being broken but other objects receive no saving throw. Parts of the landscape (such as ponds, plains, and hill) can’t be broken using this spell. Artifacts can’t be affected by this spell. Animated objects can be targeted by this spell (receiving a save as magical objects) but other constructs cannot be so targeted.
    Focus: A small golden hammer worth 10 gp.

    Notes:
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    I have no clue why this spell didn’t exist. All that I can say is that it does now.


    Brilliant Combustion
    Evocation [Fire]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 standard action
    Range: Long (400 ft + 40 ft./level)
    Area: 5-foot-radius burst
    Duration: Instantaneous and See Text
    Saving Throw: Reflex partial (object)
    Spell Resistance: Yes

    You cause a burst of brilliant flames to erupt within a small burst, dealing 1d4 points of fire damage to objects and creatures in the area. Creatures and flammable objects in the area must make a fortitude save or catch on fire. So brilliant are the flames that creatures lit aflame by this ability take a -20 penalty to hide checks and lose the benefits of concealment (even total concealment), except that gained from darkness effects of 2nd level or higher.
    Notes:
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    And for a nice 1st-level spell, light somebody on fire to stop them from hiding. Not much to the spell, though it hopefully works as an arcane counterpart to faerie fire.


    Caster’s Insistence
    Evocation
    Level: Sor/Wiz 3
    Components: None
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round or until expended
    Saving Throw: None
    Spell Resistance: No

    You fill the next spell you cast within one round with extra power, preventing others from disrupting your magic. The affected spell cannot be counterspelled. Further, the first dispel check made before the end of that spell’s duration that could function against it fails to affect the altered spell, regardless of the result. Other spell effects are still affected normally, subsequent dispel checks function normally, and magic that would remove the spell without a dispel check (such as break enchantment) are unaffected by this spell.
    Notes:
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    As with Battlemage’s Retort, this was developed as a tool for mage duels, a simple way to force through a single spell and grant it a dispel buffer in the process. That second ability in particular will probably make the spell worthwhile to those who plan to rely on buffs.


    Caustic Solution
    Evocation [Acid]
    Level: Sor/Wiz 5
    Components: S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: Up to 100 gallons of water/level
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You instill a body of water with the corrosive potential of acid, essentially turning it into acid. This acid is normal for most purposes. If the affected water is mixed in with a quantity of normal water greater than half and equal quantity, creatures take 1d4 points of acid damage with partial exposure and 5d6 points of damage per round spent submerged within the mixture. If mixed with a quantity of water of up to twice the affected quantity, the water is rendered unpotable but provides no other benefits. Larger quantities of water mixed with the affected water produce normal water, albeit with a horrid taste.
    Notes:
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    This right here is a situational spell, a spell used to kill off others in water while you (hopefully) are high and dry. If your target is within the affected water, 10d6 damage per round is a very nice amount, even by the standards of a 5th level spell. If you aren’t fighting near water, however, the spell has little purpose other than giving you as much acid as you could ever hope to use each day.


    Cauterize/Solder
    Evocation [Fire]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature or nonflammable object
    Duration: Concentration (up to 1 round/level)
    Saving Throw: Fortitude negates (object)
    Spell Resistance: Yes

    Using great heat, you can cauterize most severe wounds or solder the defects in a nonflammable object. Each round that you concentrate on this spell, the target is healed of 1 hp. Living creatures, however, are only healed in this way with great pain, dealing 2 points of nonlethal damage to the target each round. No target, whether a creature or an object, can be raised over half of its maximum hit points through the use of this spell. Creatures and objects with fire resistance or immunity are immune both to the healing and the damage that this spell can provide.

    Note:
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    And now for the great heresy: an arcane healing spell. It’s a pretty dysfunctional healing spell that leaves creatures feeling more hurt than when the process started, mind you, but it allows you to replace life-threatening wounds with nonlethal wounds that heal far faster. If nobody wants to let you near their wounds with your magical blowtorch, you can even fix items instead.


    Cleansing Heat
    Evocation [Fire]
    Level: Sor/Wiz 4, Druid 3
    Components: S, V
    Casting Time: 1 standard action
    Range: 20 feet
    Area: 20 ft. radius emanation, centered on you
    Duration: Concentration, up to 10 minutes
    Saving Throw: None
    Spell Resistance: No

    You greatly increase the temperature within a limited area, causing creatures to sweat out their impurities. Within area you create, all living creatures are temporarily fatigued by the heat but the effects of poison are delayed while in the area and those within range gain cold resistance 10 for as long as they remain. Further, any creature that enters the area is instantly healed of frostbite and pain-dependent effects (such as symbol of pain). Finally, for every full minute that a creature remains in the area, it may attempt a new saving throw against a poison or disease it is suffering from, instantly ending its effects with a successful roll (failed saves do not result in damage from the disease or poison). Creatures with immunity to fire damage are also immune to the curative effects of this spell and creatures of the aquatic subtype take 1d6 points of nonlethal damage for each minute that they remain in the area..

    Notes:
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    Another curative fire spell? You betcha. While this isn’t nearly as simple as normal curative magic, it does provide an easy way to shake of pain and frostbite, sweat out poison and illness, and resist the surrounding cold. Just a nice defensive ability for frostfell campaigns.


    Coercive Force:
    Evocation [Force]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature Touched
    Duration: 24 hours/level or until expended
    Saving Throw: None
    Spell Resistance: Yes

    With your successful touch, you immediately deal the target 1d4 points of force damage as you plant a seed of destructive force within the target’s body. Afterwards, however, you may deal your target 1d4 points of force damage/2 caster levels (maximum 5d4) as a standard action, regardless of the distance between you and the target of this spell, so long as you are on the same plane of existence. After using this power 1d4+1 times (rolled secretly), the spell immediately ends

    Notes:
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    While actual mind control is clearly beyond the realms of evocation, this spell provides an interesting way to hold the threat of pain or death over others if they don’t capitulate to your whims.


    Constellation of Force
    Evocation [Force]
    Level: Sor/Wiz 9
    Components: S, V
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Effect: Many pearls of pure force
    Duration: Permanent or until expended
    Saving Throw: None and Reflex half
    Spell Resistance: See Text

    Through the use of this spell, you create an abundance of small spheres of force within range. You create up to 5 spheres/caster level (maximum of 100), scattering them through unoccupied squares within range and placing no more than 10 into any 5 foot cube. Any 5 foot cube with at least 5 spheres within it is treated as difficult terrain and a DC 25 Escape Artist check is needed to pass through a square with 10 spheres in it (a task requiring 15 feet of movement).

    Each orb of force glows with the dim light of a candle, acting as a miniature Wall of Force, resisting harm from most sources. Unlike a wall of force, however, any one sphere bearing more than 2,000 pounds of force is instantly destroyed. Due to the sheer number of spheres created, however, large structures and even entire communities can be built in mid-air using this spells, using the spheres as a solid and immovable support.

    As a swift action, you may dismiss any number of force spheres and/or cause any number of them to detonate. When you detonate one or more force spheres, creatures suffer 1 point of force damage/detonated sphere within 5 feet of themselves (Reflex halves). Spell Resistance apples against the damage from detonation

    Notes:
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    And for a 9th level force spell, create dozens of miniature immovable rods to hold up airborne homes, block the movements of others, or detonate. Just a nice multi-use spell.


    Cryofreeze
    Evocation [Cold]
    Level: Sor/Wiz 8
    Components: S, V
    Casting Time: 1 immediate action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One willing creature
    Duration: See Text
    Saving Throw: None
    Spell Resistance: No

    In case of an emergency, you can encase a creature in a layer of ice, slowing its body down to a crawl and allowing it to survive bad situations. When casting this spell, you select how long you wish for it to last (minimum 24 hours). Upon casting this spell, the target is encased in a couple inches of magically hardened ice as it is frozen, giving it a barrier from harm with 60 hp and 5 hardness that fully restores its hit points each round. If the barrier is broken, the spell ends prematurely.

    Within the ice, the target automatically stabilizes if under 0 hp, requires no food, drink, or sleep, and stops aging. Further, diseases and poisons halt their progression, the target is protected from environmental and planar dangers that fail to break the barrier, and magical effects active upon the person of the target freeze in both their effects and duration. Similarly, new spells cast upon the target only take effect once it has awakened from the effects of this spell. The target’s equipment is frozen with it and cannot be removed without breaking the barrier. The target may receive conjuration (healing) effects while under the effects of this spell, even if they possess a range of touch.

    The target is incapable of observing its surroundings while under the effects of this spell, may not take even mental actions, and is rendered incapable of ending this effect prematurely by choice. Each week spent continuously under the effects of this spell has a 20% chance of reducing the target’s Dexterity score by 1 permanently (to a minimum of 1).

    Notes:
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    And here we see what is probably the most obviously defensive of the evocation feats I’ve created. Using cold energy, you put yourself or an ally into temporary cryostasis, protecting it from harm until you can get the target somewhere remotely safe.


    Chill Spine
    Evocation [Cold]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 swift action
    Range: Long (400 ft. + 40 ft./level)
    Target: Up to one living creature/level
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: Yes

    You send a sudden chill down the spines of at least one creature, readying it for action or filling it with dread depending on how the chill spreads over the body. The target is readily aware that they are feeling no normal chill, taking 1 point of cold damage, ignoring fatigue (but not exhaustion) for 1 round, and gaining a +2 circumstance bonus to Listen and Spot checks for 1 round. Depending on how you direct the chill, however, you also grant the target either a +4 bonus on initiative rolls or a -4 penalty on saving throws against fear effects for 1 round (not all targets need receive the same benefits). Even creatures with resistance or immunity to cold damage gain the other benefits or penalties of this spell.

    Notes:
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    Just an interesting curiosity of a spell here, seeing what cold energy could do as a (de)buff. While the effects are a bit unfocused, the long range, quick casting time, and multiple targets hopefully make the spell an interesting proposition if you are preparing an ambush or need to soften up foes for a fear effect.


    Conductive Conduit
    Evocation [Electricity]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: A single metallic surface or body of water
    Duration: Instantaneous or 1 hour/level or until triggered
    Saving Throw: Reflex Halves, Fortitude Partial
    Spell Resistance Yes

    You select a single point in space within a body of water or upon a metallic surface. All creatures within 100 feet of that location that are within the same body of water or are touching the same metallic surface (even if said surface curves or bends such as a metallic floor becoming a metallic wall) take 1d6 points of electricity damage/level (maximum 5d6) and are stunned for 1 round. A successful Reflex save halves the damage taken while a successful Fortitude save negates the stunning effect. A creature that takes no electricity damage is immune to the stunning effect. You never risk shocking yourself in this way, even if within range.

    If there are no corporeal creatures of small size or larger (other than yourself) that would get shocked by a casting of this spell, the electricity remains dormant within the area for up to 1 hour/level. The next time a corporeal creature of small size or larger comes into the area, it is instantly activated. The stored shock can be noticed with a Search or Spellcraft check (DC 20 + caster level) and can be disarmed as a magical trap, requiring a Disable Device check against the same DC.

    Notes:
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    I’ve always been a fan of trap-like wards and other spells that force you to plan in different sorts of ways or make use of your environment. This is a combination of the two, letting you either set a trap or use your environment to zap multiple foes at once.


    Curtain of Shade
    Evocation [Darkness]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area/Effect/Target: An continuous sheet of darkness taking up a 20 foot square/level (S)
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    You create a continuous wall of inky blackness within the area of this spell. This wall of blackness offers no physical impediment to creatures but blocks light passing through, casting areas into shadows and darkness just as surely as a solid wall. The wall also blocks the line of sight for all creatures unless the wall is within range of that creature’s darkvision. Curtain of Shade counters and dispels any light spell of equal or lower level

    Notes:
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    Just a rudimentary wall to block windows or cut off line of sight with a caster. No real frills with this one.


    Dazzling Misdirection
    Evocation [Light]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One or more brilliant displays of light
    Duration: 1d4+1 rounds
    Saving Throw: Fortitude partial, see text
    Spell Resistance: No

    While this spell functions, you gain the ability to create brilliant displays of light as swift actions. Each multi-hued burst of light occupies a single 5 foot square, acting as daylight within that square, bright light within 10 feet, and giving off shadowy illumination off to 20 feet. Each burst of light lasts for only 1 round but each explosion of light and color can distract or blind others.

    When a light is created with this spell, any creature in the square of sunlight must make a Fortitude save or be blinded for 1 round. Any creature within the sunlight or bright light is dazzled for 1 round (no save). Finally, any creature can make hide checks against those within the illumination created by this spell even if observed and they require no concealment or cover for such hide checks for 1 round. Blind creatures are immune to the negative effects of this spell.

    Notes:
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    Yup, this spell creates a large number of very bright lights… to help you hide. I thought that it was an interesting use of light for an untraditional end.


    Break
    Evocation
    Level: Sor/Wiz 1, Hex 1
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft/2 levels)
    Target: One object weighing up to 1 pound.
    Duration: Instantaneous
    Saving Throw: None or Fortitude negates (object)
    Spell Resistance: None

    You touch a nonliving object weighing no more than one pound. If it fails its saving throw, the object is destroyed. Attended items and magical items are entitled to a Fortitude save against this effect and artifacts are immune. While small sections of continuous substances can’t be affected, a single component of an object with multiple parts can make a (such as a screw in a hinge or a link of a chain) can be targeted, gaining a +4 bonus to its Fortitude save.

    Notes:
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    While Break does help with most destructive needs, I thought that there should be some form of destructive spell available from 1st level (especially as that’s the time when you are least likely to nail a magical item by accident and cost yourself a lot of money). This spell helps to fill that special niche.


    Discordant Ward
    Evocation [Sonic]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Area: 5 foot-radius, centered on yourself
    Duration: 10 minutes/level (D)
    Saving Throw: Fortitude half (Object)
    Spell Resistance: Yes

    You create an area of discordant sonic vibrations around yourself, actively tearing apart anything that gets too close. At the start of your action, all objects within 5 feet of yourself (other than your equipment) takes 5d6 sonic damage (Fortitude halves). Any object that approaches within 5 feet of yourself takes this damage as well. If a weapon attacking you is destroyed by this damage, the attack against you automatically fails.

    Notes:
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    Speaking of destroying objects, how about a long-lasting ward that shatters objects (including weaponry) that gets too close to yourself. It could cause a lot of bad destruction if you aren’t careful about it (especially if allies get close) but it’s a pretty good way to ward off manufactured weaponry and those who use it.


    Dissolve Evidence
    Evocation [Acid]
    Level: Sor/Wiz 8
    Components: S, V
    Casting Time: 10 minutes
    Range: Unlimited
    Target: Up to one creature or object/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    A favorite spell for tying up loose ends, you may select up to one creature or object you are exceedingly familiar with per caster level. Each target with 50 hp or fewer immediately dissolves, leaving no evidence of its presence behind besides a strong magic aura that lasts for one hour. Targets with 51 hp or more are utterly unaffected and remain unaware of the attempt unless they (or those around them) possess the means to see magical auras. While this spell functions across any range, it fails to reach across planes of existence. Further, any effects that would hide a creature from a scrying effect likewise conceal it from this spell.

    Notes:
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    While several spells that I’ve created play with the concept of extremely long range, this is the only one that genuinely falls into the region of Scry-and-Die, destroying targets from anywhere on the same plane. This is just a good way to clean up loose ends at the end of a robbery, conspiracy, or other such crime.
    Last edited by Realms of Chaos; 2014-09-07 at 09:17 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  3. - Top - End - #3
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Fixing Evocation: Over 100 spells

    Energy Aura - Energy Trap
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    Energy Aura
    Evocation [See Text]
    Level: Sor/Wiz 3
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Area: 5 ft.-radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. At the start of your action, all other creatures within the aura you create suffer 3d4 damage of the chosen energy + 1d4/4 caster levels you possess (Maximum 8d4 damage). Any creature grappling you takes twice as much damage instead. This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    Starting on the main blasting spells, we first see the newest chain of spells to enter into this project. While the damage performed by this spell isn’t all that impressive, the fact that is remains as a buff means that its over-all damage potential is higher than it first appears.


    Energy Aura, Greater
    Evocation [See Text]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Area 10 ft.-radius emanation centered on you
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions as Energy Aura except that it only damages enemies within the aura and it deals 5d8 damage + 1d8/4 caster levels (maximum 10d8 damage). Further, enemies treat the area as difficult terrain and the intensity of the aura grants you a 20% miss chance against attacks of opportunity.

    Notes:
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    As things get more powerful, the aura becomes larger, excludes your allies, grants you some minor protection, and helps you stop foes from getting away. All of that on top of some decent damage for a much longer duration, of course.



    Energy Aura, Superior
    Evocation [See Text]
    Level: Sor/Wiz 9
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Area: 20 ft.-radius emanation centered on you
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions as Greater Energy Aura except that it deals 7d12 damage + 1d12/4 caster levels (maximum 12d12). Further, the intensity of the aura causes all creatures damaged by it to automatically fail concentration checks for 1 round. Finally, you gain a 20% miss chance against all attacks, increasing to 50% against attacks of opportunity.

    Notes:
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    And at last, we get a large aura that lasts for a passable amount of time, dealing solid damage, messing with enemy spellcasters, and granting better protection to yourself.



    Energy Backlash
    Evocation [See Text]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Personal and Close Range (25 ft. + 5 ft./ 2 levels); see text
    Target: You and creature or object attacking you; see text
    Duration: 1 minute/level or until expended (D)
    Saving Throw: Reflex Half or Fortitude Half; See Text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. Whenever you are attacked, you send out an arc of the chosen energy to assault your attacker. To be subjected to this counterattack, you must be aware of the attack, must possess a line of sight and effect with the attacker, and the attacker must be within close range. If the attack against you missed or otherwise failed, the retort only deals 1d4 damage +1 damage/2 levels (maximum 1d4+10). If the attack against you hit or succeeded, however, it instead deals 1d8 damage +1 damage/level (maximum 1d8+20). After releasing a number of retorts equal to your caster level, the spell is expended. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    While it may seem absurd to say “or object attacking you” (what, would this hit a trap?), the language was taken from the psionic power Energy Retort and is kind of needed so that you can target undead/constructs and get over the entire “immune to fortitude saves” thing if you choose to go with fortitude saves. This is the first of a few low-level “defensive evocations”.


    Energy Barrage
    Evocation [See Text]
    Level: Drd 5, Sor/Wiz 4
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one creature or object/level
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half; see text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. You release a volley of blasts across the battlefield of the chosen form of energy directly at your targets. Each target takes 1d4 damage/level (maximum 15d4), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). You may not target a single creature or object with more than one blast. This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    While the damage here is pretty pathetic, it gives you unparalleled ability to pick off tons of enemies without hitting allies regardless of how the battle is set up. Versatility is good.


    Energy Barrier
    Evocation [See Text]
    Level: Drd 4, Sor/Wiz 3
    Components: S, V
    Casting Time: 1 Standard action
    Range: Medium (100 ft. + 10 ft./ level)
    Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
    Duration: Concentration + 1 round/level
    Saving Throw: Reflex half or Fortitude half; see text
    Spell Resistance: No

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet (Reflex half). Anyone attempting to pass through the wall must make a successful saving throw against it to do so and takes 2d6 points of damage +1 point per caster level (maximum +20) whether this saving throw succeeds or fails. If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall and are forced to a side of their choice whether or not they succeed. If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.
    Notes:
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    Here we have a more versatile barrier along the lines of wall of fire, except that this barrier is actually capable of stopping motion instead of simply dissuading it with the promise of bodily harm.


    Energy Cone
    Evocation [See Text]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 Standard Action
    Range: 30 ft.
    Area: 30-ft. cone
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the area of the cone take 1d6 damage/level (maximum 10d6) of the chosen form of energy damage, or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    Cones, meanwhile, are probably one of the more useful shapes that you’d have to deal with. Pretty average stuff.


    Energy Cone, Greater
    Evocation [See Text]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 Standard Action
    Range: 60 ft.
    Area: 60-ft. cone
    Duration: Concentration (up to 1 round/level)
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    This spell functions much as Energy Cone except that this spell deals 1d8 damage/level (maximum 20d8) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself and can be aimed in a new direction. The type of energy that it deals, however, does not change.

    Notes:
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    And now you gain a repeating cone. While using this spell continuously prevents you from casting too many other spells, it also allows you to save your spells. Hopefully, this is a worthwhile tradeoff from time to time.


    Energy Cone, Superior
    Evocation [See Text]
    Level: Sor/Wiz 8
    Components: S, V
    Casting Time: 1 Standard Action
    Range: 100 ft.
    Area: 100-ft. cone
    Duration: Concentration (up to 1 round/level)
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    This spell functions much as Energy Cone except that this spell deals 1d10 damage/level (maximum 20d10) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself, can be aimed in a new direction, and can have its element changed to a new element of your choice.

    Notes:
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    Not much has changed. Damage went up again, the range is positively amazing as far as cones go, and you can probe for the elemental weaknesses of your foes (or use one spell to kill two different groups with mutually exclusive immunities.)


    Energy Line
    Evocation [See Text]
    Level: Drd 3, Sor/Wiz 2
    Components: V, S
    Casting Time: 1 Standard Action
    Range: 150 ft.
    Area: 150-ft. line
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half; See Text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. All creatures along the line of your choice take 5 damage/level (maximum 100 damage) of the chosen type of energy (or half that with a successful Reflex Save). When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    Starting a new spell chain, we get a replacement for lightning bolt and similar effects. Though lines are probably the most annoying “shape” in all of DnD (really, how often do you get a good shot at 3+ foes?), it compensates to some degree with its damage.


    Energy Line, Greater
    Evocation [See Text]
    Level: Drd 6, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: 300 ft.
    Area: 2 300-ft. lines
    Duration: Instantaneous and 1 round; see text
    Saving Throw: Reflex Half or Fortitude Half; See Text
    Spell Resistance: Yes

    This spell functions much as Energy Line except that you create two lines of the indicated length and each line deals 10 damage/level (maximum 200 damage) of the chosen form of energy (or half that with a successful saving throw). For 1 round after casting this spell, remnants of this energy visibly hang in the air, dealing 1d6 damage/level (maximum 20d6) to anyone who enters a square that either line passed through (or half damage with a successful saving throw).

    Notes:
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    And now this spell grants crowd control, creating two lines and cordoning them off with temporary energy barriers. Also, the range is probably long enough to divide a reasonably large battlefield.


    Energy Line, Superior
    Evocation [See Text]
    Level: Drd 9, Sor/Wiz 8
    Components: V, S
    Casting Time: 1 Standard Action
    Range: 600 ft.
    Area: 4 600-ft. lines
    Duration: Instantaneous and 1d6+1 rounds; see text
    Saving Throw: Reflex Half or Fortitude Half; See Text
    Spell Resistance: Yes

    This spell functions much as Energy Line except that you create four lines of the indicated length and each line deals 20 damage/level (maximum 400 damage) of the chosen form of energy (or half that with a successful saving throw). For 1d6+1 rounds after casting this spell, remnants of this energy visibly hang in the air, dealing 1d8 damage/level (maximum 20d8) to anyone who enters a square that any line passed through (or half damage with a successful saving throw).

    Notes:
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    The number of lines again double and the barriers last longer, letting you divide the battlefield pretty nicely. The damage is intense but we’re talking about an 8th level blasting spell.


    Energy Missile
    Evocation [See Text]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. You may make a ranged touch attack against a single creature or object using a missile formed from this form of energy. If the attack hits, the target takes 1d4 damage/level (maximum 15d4) of the chosen form of energy damage. This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    And now we start the first of 8 spell chains in this post. This ability is pretty straightforward. Aim, shoot, and hurt while avoiding saving throws altogether.


    Energy Missile, Greater
    Evocation [See Text]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./ level)
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions much as Energy Missile, save that it deals 1d6 damage/level (maximum 20d6) and ignores any cover less than total cover and any concealment less than total concealment.

    Notes:
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    Continuing the spell chain, we get better damage and better range, enough to make it usable in fights against singular opponents. Still pretty much polar ray, though with its range multiplied by 16.


    Energy Missile, Superior
    Evocation [See Text]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 Standard Action
    Range: 1,000 ft. + 100 ft./ level
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions much as Energy Missile, save that it deal 1d8 damage/level (maximum 25d8) and requires no attack roll to hit, instead striking the target automatically so long as they possess less than total cover and less than total concealment.

    Notes:
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    And now the chain comes to a conclusion. First of all, the range of this spell is pretty much unparalleled among combat effects. Secondly, no more attack rolls. This is your new magic energy missile of death. Not too powerful but far more reliable than most powerful techniques.


    Energy Sphere
    Evocation [See Text]
    Level: Drd 4, Sor/Wiz 3
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Area: 10-ft. radius sphere
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the chosen sphere take 1d8 damage/level of the chosen form of energy damage (maximum 10d8), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    And now we get to the good stuff, our sonic/electricity/cold/acid/fireballs. I consider this shape to be one of the more convenient in existence and this spell is pretty simple.


    Energy Sphere, Greater
    Evocation [See Text]
    Level: Drd 7, Sor/Wiz 6
    Components: None
    Casting Time: 1 Swift Action
    Range: Long (400 ft. + 40 ft./ level)
    Area: 20-ft. radius sphere
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    This spell functions much as Energy Sphere except that those within the sphere take 1d10 damage/level (maximum 20d10) of the chosen energy damage, or half of that with a successful saving throw.

    Notes:
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    Again, this spell is pretty simple. Larger radius, longer range, more damage, a total lack of components, and a swift action casting time will hopefully make the blast worthy of the spell slot.


    Energy Sphere, Superior
    Evocation [See Text]
    Level: Sor/Wiz 9
    Components: None
    Casting Time: 1 Immediate Action
    Range: 1,000 ft. + 100 ft./level
    Area: 40-ft. radius sphere
    Duration: Instantaneous
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    This spell functions much as Energy Sphere except that those within the sphere take 1d12 damage/level (maximum 20d12) of the chosen energy damage, or half of that with a successful saving throw.

    Notes:
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    This is pretty much the vanilla level-9 evocation, in my opinion. It’s kind of like mass harm… with potential for more targets… and far better range… usable as an immediate action without components… that gives you versatility with the saving throw tested. Again, 9th level evocation spell.


    Energy Touch
    Evocation [See Text]
    Level: Drd 2, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 Swift Action
    Range: Touch
    Target: Touched Creature or Object
    Duration: 1 round
    Saving Throw: Fortitude Half
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. Within the next round, you can make a melee touch attack against a single foe. If the attack hits, the target takes 5 damage/level (maximum 50 damage) of the selected form of energy damage and is knocked back 5 feet/level (firmly secured objects aren’t moved in this way). If the target succeeds on their Fortitude save, they aren’t knocked back and the damage is halved. This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    And now for another low-level spell for those casters out there brave enough to enter melee (or “brave” enough to send their familiars into melee). It seems to do pretty good damage for its level, hitting like a greatsword even at level 1.


    Energy Touch, Greater
    Evocation [See Text]
    Level: Drd 5, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 Swift Action
    Range: Touch
    Target: Touched Creature or Object
    Duration: 1 round
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 10-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 10 damage/level (maximum 200 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.

    Notes:
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    With the second spell in the chain, we get a genuine evocation “death effect”, a reward for going out into the fray instead of raining down invisible death for above (or at least coming at a respectable cost if you use spectral hand to deliver it). That right there is a lot of damage even with a successful save. Disintegrate, eat your heart out.


    Energy Touch, Superior
    Evocation [See Text]
    Level: Drd 8, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 Swift Action
    Range: Touch
    Target: Touched Creature or Object
    Duration: 1 round/level
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 15-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 20 damage/level (maximum 400 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.

    Notes:
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    By the time that a wizard is tossing out 7th level spells, they need one hell of a reason to ever come down and touch somebody in person. This might be one such reason. While less useful than multiple-target SoDs, I’m pretty sure that this beats the pants off of most single-target SoDs. The additional defensive feature of the spell is just icing at this point. The reason that the grappling effect happens “every round”, if you’re wondering, is because someone might resist the effect entirely the first time around via spell resistance.


    Energy Trap
    Evocation [See Text]
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Round
    Range: Close (25 feet + 5 ft./2 levels)
    Area: 10-foot area burst centered on one five-foot cube.
    Duration: Until Expended (D)
    Saving Throw: Reflex Half or Fortitude Half: See Text
    Spell Resistance: Yes

    Upon crafting an item with this spell, preparing this spell (if a prepared caster), or casting this spell (if a spontaneous caster), you choose acid, cold, electricity, fire, or sonic. You set an invisible trap that activates under one of the following conditions chosen as you cast the spell, dealing 1d6 damage/level of the chosen energy damage (maximum 20d6) to all creatures and unattended objects within range (or half with a successful Reflex save).
    Temporal Trigger: You may choose to set a purposeful delay on the trap as you cast this spell, setting any amount of time until the trap explodes. This timer can’t be changed later.
    Presence Trigger: You may choose to set this trap so that it triggers the next time a creature of tiny or larger size steps into the chosen cube. Invisibility does not fool this trigger but Incorporeal creatures do not trigger this trap and casual manipulation of the cube’s contents (such as what is needed to perform a search or disable device check) likewise do not set off the trap.
    Command Word: You set a command word as you set the trap. At any time, any creature aware of this command word can declare it as a standard action while within 100 feet of the energy trap to set it off. If you can’t be heard (such as if you are in a silence effect), you can’t set off the trap in this way.
    When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

    Notes:
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    Kind of abjuration-ish but I wanted to create a nice and versatile replacement for the old delayed blast fireball and this thing seems to do the job right.
    Last edited by Realms of Chaos; 2014-09-05 at 07:20 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  4. - Top - End - #4
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Fixing Evocation: Over 100 spells

    Entropic Phoenix Requiem - Mystic Brand
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    Entropic Phoenix Requiem
    Evocation [Fire]
    Level: Sor/Wiz 8
    Components: None
    Casting Time: Immediate Action
    Range: Personal
    Area: 100-foot radius burst, centered on yourself
    Duration: 1 round
    Saving Throw: Reflex half; see text
    Spell Resistance: Yes; see text

    With but the lightest of thoughts, you can release all of the energy held within your physical form in a single blinding explosion, dealing 50 fire damage to all creatures within range and blinding them for 1d4 rounds (Reflex halves and negates the blinding). Your equipment is neither harmed nor discorporated, falling into a pile from where you exploded.

    For one round after using this ability, you fail to properly exist as all of your energy has been released. You cannot be detected, affected, or harmed during this round and you are likewise incapable of taking actions during this time. At the end of your next action, however, your magic forces ambient energy in the area to generate mass, recreating your form from the heat you’ve left behind in the nearest open square to the one you have left. Not even magic can perfectly counter entropy, however, and you are left with 2 negative levels. These negative levels never risk resulting in level loss but can only be removed through magical means.

    If this ability is used in response to an attack or a targeted effect used against you, it automatically fails to hit or affect you (though other targets may still be affected if appropriate).

    Notes:
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    Like Cryofreeze, this spell provides a nice defensive function. Where cryofreeze works in the long-term, however, this is very much a short-term solution, giving a small blast and one round of respite in exchange for a couple negative levels.


    Eternal Night
    Evocation [Darkness]
    Level: Sor/Wiz 9
    Components: S, V, M
    Casting Time: 10 minutes
    Range: 0 ft.
    Area: 1-mile radius area.
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: No

    You place the surrounding world under an unending blanket of darkness. During normal daylight hours, all squares that would normally be filled with bright light are filled with shadowy illumination while all squares that would normally filled with shadowy illumination are filled with darkness. Further, the temperature of the area is decreased by one band below the normal temperature and creatures within range with a vulnerability to light or sunlight ignore these qualities.

    Within the area, the sun and moon continue to revolve through the sky, though the sun sends off little more heat or light than a full moon. Mundane plants can survive with this softer sunlight, though the decreased temperatures may present other difficulties for indigenous flora. This spell cannot not counter or dispel other effects with the light descriptor and effects of the light descriptor cannot counter or dispel this effect, though a 9th level effect of the light descriptor suppresses the effects of this spell within the area it illuminates for the duration of the illumination.
    Material Component: A moonstone worth 5,000 gp

    Notes:
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    Not too much to say about this effect. This is an effect far more about scope than raw power, though it is most useful as either a worldbuilding tool (creating a space where vampires and the like can stroll in broad “daylight”) or as a tool of apocalyptic doom (see aforementioned vampires).


    Eternal Rest
    Evocation [Cold]
    Level: Sor/Wiz 7
    Components: None
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft./2 levels)
    Target: One Living Creature
    Duration: See text
    Saving Throw: Fortitude Negates
    Spell Resistance Yes

    You place a bundle of cold energy within the brain of your subject, readied to freeze your target the moment that the target sleeps and its body temperature cools. Whether or not the target succeeds on its saving throw, the target feels a chill that persists for 24 hours, a chill that has no effect that can be identified by the target with a spellcraft check (DC 15 + caster level).

    If a target fails its save, it freezes solid the next time it meditates or sleeps, killing it instantly. If the target takes cold damage before this time, the spell triggers prematurely. If the target is aware of the spell they have been subjected to, it can try to sleep in a way that keeps itself pointedly warm, though the spell still possesses a 20% chance of activating even then. This spell cannot be dispelled and can’t be removed through remove curse, though break enchantment, heal, and more powerful magic can cleanse the target of this effect before it activates.

    Creatures slain in this way are imbedded within a thin coffin of crystalline ice (5 hardness, 40 hp) and are subjected to an Icy Preservation effect (see below). Creatures immune to cold damage are immune to this effect.

    Notes:
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    This is a death effect. A delayed one. With style. Inspired in part by the way that core temperature slightly drops when falling asleep, this is a icy tool of magical assassins. Who ever said that evokers couldn’t be subtle?


    Evoke Caster
    Evocation
    Level: Sor/Wiz 5
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One Willing Caster
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You channel your magic through the body of your target, allowing them to cast a spell using your magic. The target immediately gains a standard action that they can only use for spellcasting. Arcane spells of 5th level or higher and divine spell of 4th level or higher can't be cast in this way. Spells cast with this standard action do not expend a prepared spell or a spell slot from the targeted caster.

    Notes:
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    Yup, this is the rough evocation equivalent of Wish with the exception that you need another conscious and willing spellcaster to use it. This is another spell that uses evocation to create a surge of magical energy, in case the reasoning behind it being an evocation spell was unclear.


    Evoke Caster, Greater
    Evocation
    Level: Sor/Wiz 8
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Target: One Willing Caster
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This spell functions much as Evoke Caster except that an arcane spell of up to 7th level or a divine spell of up to 6th level can be cast in this way.

    Explosive Potential
    Evocation
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 Standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: One small object/level
    Duration: 1 hour/level
    Saving Throw: Fortitude negates (object) and Reflex half
    Spell Resistance: No

    You imbue volatile energy into one or more objects, possibly targeting fewer larger objects in place of multiple smaller objects much like Animate Objects. This energy makes it easier to destroy the affected objects if they fail their Fortitude save. Add +1d6 to all damage rolls made against them, +1d6 for every 4 caster levels you possess. If the object is destroyed, however, the object explodes within a 10-foot radius, dealing 1d6 points of piercing damage to all creatures within range, +1d6 points per 4 caster levels you possess (Reflex halves).

    If used on an object that is then animated or on a corpse that is then reanimated or revived, this spell continues to function unabated. This spell can be made permanent through the permanency spell, requiring a caster level of 13 and the expenditure of 1,500 XP.

    Notes:
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    While this spell is technically worse at breaking objects than the “break” spell, destroying objects is only half of the reason you’d be using it. Instead of directly breaking objects, this is a tool of sabotage to make items more easily broken later. Also, you make those objects explode when broken. When in doubt, you can use this to turn some glass beakers into volatile grenades.


    Flash Freeze
    Evocation [Cold]
    Level: Sor/Wiz 3, Drd 3
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium Range (100 ft. + 10 ft./level)
    Area: 1 10-ft. cube + 1 10-ft. cube/4 levels (S)
    Duration: Instantaneous
    Saving Throw: Reflex partial
    Spell Resistance: None

    You freeze all liquid water within a given area. The frozen water functions as normal ice, floating in water and possessing all other normal properties of ice. Creatures fully immersed in the water to be frozen may make a Reflex save to escape the area, otherwise being frozen alive. Being frozen alive functions as being buried in a cave-in, except that the damage taken is cold damage. Creatures only partially immersed must make a Reflex save or be immobilized until they succeed on a DC 20 Strength check as a full-round action or they deal at least 20 damage to the ice around them. A drenched creature that isn’t currently immersed in water must make a Reflex save to dry themselves or else they become staggered for one round. Any creature in the area who fails its Reflex save has any liquids on their person (such as waterskins or potions) freeze solid, destroying nonmagical containers otherwise filled to capacity. The liquids held within living creatures is unaffected by this spell.

    Notes:
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    Like caustic solution or conductive conduit, this is a situational spell effect that needs a bit of water around (because aquatic combat has been pretty much ignored in 3.5 and can always use some support). If you can freeze someone and they can’t break out, it works as a situational save-or-die. Otherwise, the spell has little use besides making frozen bridges and barges to cross water with.


    Fluttering Lights
    Evocation [Light]
    Level: Sor/Wiz 3
    Components: S, M
    Casting Time: 1 Standard Action
    Range:See Text
    Area/Target/Effect: See Text
    Duration: See Text
    Saving Throw: See Text
    Spell Resistance: See Text

    Bending, creating, and positioning light as you see fit, you can lights to imitate an illusion spell of 2nd level or lower. Only spells of the glamer, figment, and pattern subschools can be imitated in this way. Because these illusions are made from light, any Will save made to disbelieve such an illusion in shadowy illumination receives a +4 bonus as the image glows as a candle and such will saves made against illusions in darkness automatically succeed. Through the evocation of other forces, even illusions with more than visual elements can be imitated (using sonic energy to create sounds and fire to create thermal elements, for example). The effects of this spell are suppressed within the area of an equal or higher-level darkness effect, though this spell doesn’t affect darkness effects of lower spell levels.

    Notes:
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    REVENGE!!!!
    Seriously, though, I’ve always thought that illusion was more a part of evocation than the other way around so the way shadow magic made evokers totally useless confused me. Just adding new evocation spells would never be enough to make evocation worthwhile as illusionists would steal everything so the obvious solution was to let evokers steal back from illusionists. While you’ll never get shadow or phantasm spells, I still think that this spell and the others in the chain do enough to help right the natural order of things.


    Fluttering Lights, Greater
    Evocation [Light]
    Level: Sor/Wiz 6
    Components: S, M
    Casting Time: 1 Standard Action
    Range:See Text
    Area/Target/Effect: See Text
    Duration: See Text
    Saving Throw: See Text
    Spell Resistance: See Text

    This spell functions much as Fluttering Lights except that it can imitate illusions of up to 5th level.

    Font of Power
    Evocation
    Level: Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Through the use of this spell, temporarily fill yourself with a nearly unlimited wellspring of power. For the duration of this spell, spells you cast using spell slots of 3rd level or lower do not expend spell slots or spells prepared.

    Notes:
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    I’ll admit right now that I don’t see any particular problems with this spell (perhaps maybe allowing caster’s insistence each round) but if anyone can see how this spell is broken (beyond the obvious persist cheese… because evocation should have some cheese if people are persisting either way), feel free to let me know.


    Force Hand
    Evocation [Force]
    Level: Sor/Wiz 3
    Components: V
    Casting Time: 1 standard action
    Range: See Text
    Effect: One hand made of force
    [b]Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    You create a hand out of force that you control with your mind. Unlike similar spells, the hand is sized appropriately for your size category and can only extend a distance from you up to your reach + 5 feet. The hand may not be attacked separately from you, though it can be dispelled. The hand uses your Strength and Dexterity scores for all purposes. You may use the force hand for manual manipulation, to perform somatic component for spells, to hold and attack with light or one-handed weaponry, to perform skill checks that can be made with one hand (or to permit those with two hands if you only have one available, such as when climbing), to hold a single object weighing less than a light load for you, or to perform other feats of manual manipulation.

    Performing actions with a force hand requires as much effort as performing the action yourself (though objects carried by force hands do not count towards your carrying capacity) and possessing a force hand never grants extra actions or extra attacks. Even so, Force hand is a favorite of creatures without hands of their own. A single caster can benefit from any number of force hands at a single time. A Force Hand effect can be made permanent through a permanency effect, requiring a caster level of 11 and the expenditure of 1,000 xp.

    Notes:
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    Considering the number of spells that create giant hands out of force, I’m surprised that this idea was never used in third edition. While this spell stacks with itself and can result in a ridiculous number of hands, the only real benefits are a slight increase to reach, the ability to hold more things at once, and the ability to perform a combination of holding weaponry, casting spells, and using skills that require hands (with three hands bonus hands, you can have one hold a dagger while another two cast a spell while you cling to the face of a cliff).


    Force Manta
    Evocation [Force]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft/2 levels)
    Effect: One 20 x 20 foot flying vehicle of force
    Duration: 1 hour/level
    Saving Throw: None
    Spell Resistance: No

    You create a large pane of force on which you or other creatures can ride. The pane of force can fly with up to 50 pounds of burden/level and possesses a fly speed of 120 feet (perfect maneuverability). If more weight is added to it, the pane of force doesn’t fall but can’t move onwards until the weight is lost. The pane of force is translucent and grants riders total cover from attacks originating below it. You must spend a move action to move it. By spending a standard action, you can cause the force manta to produce a magic missile effect at your caster level. Only effects that could destroy a wall of force can destroy a force manta. Despite its name, a force manta can be shaped like almost anything, ranging from mantas (the default shape) to dragons or demons or angels and so forth.

    Notes:
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    Because everyone, and I mean EVERYONE,needs some way to fly. Seriously, though, this makes a nearly invincible, missile-launching flying carpet for your team. Kind of hard to beat something like that.


    Force Minion I
    Evocation [Force]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One temporary creature made of force
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    Upon casting this spell, you may select one creature from the Summon Monster I or Summon Nature’s Ally I list. You summon a rough replica of that creature made from force anywhere within range. This creature is treated as a mindless construct (do not modify hit points, saving throws, or base attack bonus) that obeys your telepathic commands so long as you are on the same plane. Creatures made in this way possess twice as many hit points as normal, replace any natural armor bonus they may have with an equally sized deflection bonus, and deal hit point damage as a force effect (damaging incorporeal/ethereal targets and ignoring damage reduction). The creature is obviously not real, however, and loses all poison, spell-like abilities, and supernatural abilities of the base creature. Force Minions made in this way act immediately after you in initiative and can only be summoned into environments that can support them.

    Notes:
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    And now to steal a little bit from conjuration. This is partially revenge for the many blasting effects in conjuration, partially so illusionists aren’t still blatantly better because they could also copy conjuration so much better as well, and partially because this effect really made sense to me. It must be noted, however, that this line of spells is not usable for the same reasons as the spells that they “imitate”. These spells aren’t about grabbing random creatures that have the SLAs you happen to need at the moment. Even though this was arguably the ONLY point of the summon spells, this line serves a different function. This spell actually grants you versatile and relatively durable minions that last long enough to be useful, don’t waste your entire round calling them, and which can be created half a battlefield away. Even with the last spell of this series, a Colossal Monstrous Spider with 400 HP can certainly keep an enemy busy for awhile (especially as most means of taking them out early won’t work on mindless constructs).


    Force Minion II
    Evocation [Force]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster II or Summon Nature’s Ally II list or 1d3 force creatures of the same type from the Summon Monster I or Summon Nature’s Ally I list.

    Force Minion III
    Evocation [Force]
    Level: Sor/Wiz 3
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster III or Summon Nature’s Ally III list, 1d3 force creatures of the same type from the Summon Monster II or Summon Nature’s Ally II list, or 1d4+1 force creatures from the Summon Monster I or Summon Nature’s Ally I lists.

    Force Minion IV
    Evocation [Force]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IV or Summon Nature’s Ally IV list, 1d3 force creatures of the same type from the Summon Monster III or Summon Nature’s Ally III list, or 1d4+1 force creatures from the Summon Monster II or Summon Nature’s Ally II lists or lower-leveled lists.

    Force Minion V
    Evocation [Force]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster V or Summon Nature’s Ally V list, 1d3 force creatures of the same type from the Summon Monster IV or Summon Nature’s Ally IV list, or 1d4+1 force creatures from the Summon Monster III or Summon Nature’s Ally III lists or lower-leveled lists.

    Force Minion VI
    Evocation [Force]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VI or Summon Nature’s Ally VI list, 1d3 force creatures of the same type from the Summon Monster V or Summon Nature’s Ally V list, or 1d4+1 force creatures from the Summon Monster IV or Summon Nature’s Ally IV lists or lower-leveled lists.

    Force Minion VII
    Evocation [Force]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VII or Summon Nature’s Ally VII list, 1d3 force creatures of the same type from the Summon Monster VI or Summon Nature’s Ally VI list, or 1d4+1 force creatures from the Summon Monster V or Summon Nature’s Ally V lists or lower-leveled lists.

    Force Minion VIII
    Evocation [Force]
    Level: Sor/Wiz 8
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VIII or Summon Nature’s Ally VIII list, 1d3 force creatures of the same type from the Summon Monster VII or Summon Nature’s Ally VII list, or 1d4+1 force creatures from the Summon Monster VI or Summon Nature’s Ally VI lists or lower-leveled lists.

    Force Minion IX
    Evocation [Force]
    Level: Sor/Wiz 9
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Medium (100 ft. + 10 ft./ level)
    Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
    Duration: 1 minute/ level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IX or Summon Nature’s Ally IX list, 1d3 force creatures of the same type from the Summon Monster VIII or Summon Nature’s Ally VIII list, or 1d4+1 force creatures from the Summon Monster VII or Summon Nature’s Ally VII lists or lower-leveled lists.

    Force Tools
    Evocation [Force]
    Level: Sor/Wiz 1
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft/2 levels)
    Effect: One object made of force
    Duration: 10 min/level
    Saving Throw: None
    Spell Resistance: No

    You create a single solid object formed of force taking up no more than 1 cubic foot/level. The object is of moderate quality and retains no special properties of a substance it is normally made from. The object possesses 10 hardness and 5 hit points/level. Armor or shields made in this way apply their AC bonus against incorporeal touch attacks. Melee weapons, thrown weapons, and ammunition made in this way deal damage as a force effect, always damaging incorporeal creatures, harming ethereal creatures, and ignoring damage reduction. Alchemic items, magic items, and special substances can’t be duplicated using this spell.

    Notes:
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    Just a simple spell for creating simple tools. Pretty versatile as far as 1st level spells go but probably not too powerful. Creating force daggers and handing them out so party members can stab creatures with damage reduction is probably pretty nice in the early game, though.


    Gravity Well
    Evocation
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 Standard Action
    Range: 20 ft./level
    Area: 20 ft./level-radius sphere, centered on you
    Duration: Concentration
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    Each round that you concentrate on this spell, a wave of gravitic energy ripples out through the area, dealing 2d10 damage to all other creatures within the area and knocking all airborne creatures down from the sky (a successful fortitude save allows a creature to remain airborne and halves the damage). So long as the spell continues, all space within the area is counted as difficult terrain, jump and climb checks take a -10 penalty, and each square of upwards movement costs 4 squares of movement. Multiple gravity wells with overlapping areas don’t stack but each send out separate gravitic waves. Incorporeal creatures are unaffected by this spell.

    Notes:
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    Needless to say, the damage here isn’t the important part. Rather, the important part is ramming that annoying dragon/angel/wizard who won’t fly close enough for the party barbarian/warblade/swordsage/etc to fight effectively down to the ground. Not exactly a team player spell as you do hurt allies but I think that it works… I think.


    Heart of Ice
    Evocation [Cold]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 standard action
    Range: Touch
    Target: 1 Living Creature Touched
    Duration: 24 hours/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    You fill the target with an endless stream of cold energy, slowly killing them with its energy. The target is in a constant state of hypothermia, taking 1d6 points of nonlethal cold damage every 24 hours. This damage can only be cured if the target has taken fire damage within the past hour. Every time that the target suffers this damage, they suffer a stacking -1 penalty to their Dexterity score from frostbite until all nonlethal damage from this source is removed. Further, the target takes a -4 penalty to Saving throws against effects with the [Cold] descriptor and whenever you cast a spell with the [Cold] descriptor that possesses a single target, you may select the target of this spell, regardless of the distance between you two. Finally, the target gains Fire Resistance 20, granting some modicum of protection but also making the effects of this spell harder to heal from. While this effect resembles a curse, it can be removed by dispel magic and similar abilities.

    Notes:
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    One of my favorite parts of this project was finding new ways to use energy damage other than just blasting someone. This shows one attempt to turn energy damage into a long-lasting curse. While lack of immediate effects likely make it less than appealing for PCs (unless they intend to use it as leverage over the target), I think that I like how it turned out.


    Heartfire
    Evocation [Acid]
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to four living creatures
    Duration: 1 minute
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    If the target fails their fortitude save, their stomach is filled with a powerful acid that harms and distracts them from their current task. The targets of this spell take a -2 penalty to skill checks requiring concentration and to saving throws against spells and effects of the [Acid] descriptor. Further, any successful critical hits against the target deals +1d6 points of acid damage. Finally, any target that fails their saving throws suffers additional penalties, depending on the HD of the target.

    If the target has no more than 2 HD, they are Nauseated and fatigued for the entire duration if they fail their saving throw. If the Target has at least 3HD, the target becomes sickened instead of nauseated after 1d6 rounds. If the target has at least 5 HD, the fatigued condition ends for the target at the end those 1d6 rounds as well.

    Notes:
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    Illusion has Color Spray. Enchantment has Sleep. Necromancy has Cause Fear. This is the 1st-level insta-gib of evocation. Pretty tame by the standards of these types of spells but evocation isn’t normally in the business of debuffs so I suppose that’s to be expected.


    Hellfire Brand
    Evocation [Fire]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: Up to one living creature/2 levels
    Duration: Permanent
    Saving Throw: Reflex negates, Fortitude Partial, and Will Partial
    Spell Resistance: Yes

    This spell functions much as Mystic Brand, albeit with a few exceptions. Each target is engulfed in a bright gout of hellfire as the brand is applied, dealing 5d8 damage instead of 1d8. A successful reflex save allows a creature to avoid these flames and not be branded. All damage dealt through this spell is considered hellfire damage, ignoring resistance and immunity to fire damage.

    Unlike a normal Mystic Brand, the brand cannot be invisible and flares up with far greater heat and light, dealing 1d8 damage whenever it is triggered and making itself known even if wearing heavy armor. Instead of flaring up while near a flame, however, only a rush of adrenaline triggers the brand. The first aggressive action that the target takes each round triggers the brand.

    A creature damaged by the brand (including when it is first applied) suffers from extreme pain and must immediately make both a Fortitude and a Will save. If it fails its Fortitude save, it is Exhausted for 1 round. If it fails its Will save, it is nauseated for 1 round.

    Notes:
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    The stronger version of Mystic Brand (below), this lets you mark foes with a brand that deals more damage and that dissuades acts of violence with crippling pain. The fact that this spell eventually targets all three saves just makes it all the more threatening in combat despite the relatively low damage it delivers.


    Hoary Guardian
    Evocation [Cold]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One manifestation of frozen air
    Duration: Concentration
    Saving Throw: None
    Spell Resistance No

    You create a rough approximation of a huge creature within range, formed entirely of violent, freezing wind. The creature takes up space and possesses reach as a huge-sized creature. Each round, it can make up to one “natural attack” per 5 caster levels you possess (in addition to up to one attack of opportunity each round), to a maximum of 4 at 20th caster level. These attacks are treated as melee touch attacks with the caster’s base attack bonus and Dexterity modifer that deal 1d6 cold damage/2 levels (maximum 10d6). Formed of raw air, the guardian is treated as being invisible and ignores all damage and effects other than those that specifically effect spells (such as Dispel Magic).

    The wind blowing through a wintery guardian filles the area within 10 feet of itself with strong gusts that deflect ranged attacks that pass through the area (other than siege weaponry) and that turn all squares into difficult terrain. As part of concentrating on the spell, the caster may move the Wintery Guardian anywhere within the range of the spell, treating it as capable of flight with perfect maneuverability. While the guardian can pass through even small cracks in solid objects, however, the guardian is not incorporeal and cannot penetrate sealed barriers. A Wintering guardian is immune to bull rush, overrun, and trip attempts. A Wintery guardian is incapable of any other action other than moving and attacking.

    Notes:
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    While this isn’t Force Minions, this spell provides another sort of magical guardian, using a nigh-unkillable spell effect to batter down foes, deflect ranged attacks, and otherwise slow enemies down as they attempt to reach you.


    Icy Preservation
    Evocation [Cold]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Touch
    Target: Large or smaller touched object
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    The object you touch is layered in frost and any air within one inch of it is cool and dry, preventing the frost from melting and lending further protection from the elements. In effect, the object is perfectly preserved for as long as it remains affected by this spell, though corpses and similar objects continue to age for the purposes of [i]raise dead[/i[ and similar effects. This effect lasts until a living creature next touches the object or until the object is next dealt even 1 point of damage, whichever comes first.

    Notes:
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    Considering that ice is commonly used to store items, it seemed right to let cold energy preserve objects. As it’s not usable as gentle repose, this is primarily a world-building tool to let creatures preserve items indefinitely in abandoned structures.


    Impenetrable Darkness
    Evocation [Darkness]
    Level: Clr 7, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 standard action
    Range: 1,000 ft. + 100 ft./level
    Area: 200 ft.-radius burst
    Duration: 1 year
    Saving Throw: None
    Spell Resistance: No

    This spell creates an area of truly impenetrable darkness, through which no sight can pierce. Even creatures with darkvision, true seeing, and similar effects cannot see while within the area, though other senses (such as scent or blindsense) still function normally. Impenetrable Darkness outners and dispels any light effect of equal or lower level.

    Notes:
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    This is a pretty swingy spell, no matter how you look at it. If your players have alternate senses and enemies don’t, that’s a pretty sizeable boost if the enemies can’t escape. If the enemies have alternate senses and the party doesn’t, however, this spell could easily spell suicide for your entire party.


    Insidious Susurrus
    Evocation [Sonic]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature
    Duration: 24 hours/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    You surround your target in a veil of never-ending veil of whispers and other random sounds, carrying with it several penalties. The target takes a -10 penalty to move silently checks and spells with verbal components it casts gain a 20% failure chance, increasing to 50% for language-dependent abilities. The noises increase in volume to prevent the target tries to relax, preventing it from gaining any benefits from sleep, meditation, or rest.

    Finally, you may store up to four specific sounds to be triggered under specific observable circumstances. The sounds may be no louder than what a single human can produce and cannot serve as a command word, verbal component, or other sound of magical significance. Sounds including intelligible speech are restricted to 5 words and are delivered in a generic voice of your gender in any language that you can speak. Each triggered sound can be triggered only once.

    Notes:
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    Like heart of ice, this spell is an attempt as using energy (sonic energy) to place a “curse” upon a creature. This spell has far more immediate effects, however, and is more likely to fall in line with the sensibilities of at least some PCs (at least if PCs ever feel like using single-target curses).


    Intensify Glare
    Evocation [Light]
    Level: Sor/Wiz 4, Drd 4
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: 20-foot radius spread
    Duration: 1 round/level and instantaneous (see text)
    Saving Throw: Reflex partial
    Spell Resistance: No

    You create an area of intense glaring light, too bright to properly see in without going blind. Any creature that enters the area must make a Reflex save to close their eyes or go permanently blind. Even if a creature succeeds on this save, however, opening one’s eyes causes automatic permanent blindness (No save), effectively rendering all creatures in the area blind one way or another. Outside of the area of glare, the actual illumination provided by the spell cuts off relatively quickly, producing bright light only within out to 5 feet beyond the area and shadowy illumination out to 10 feet.

    Notes:
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    Much like Dazzling Misdirection, this spell is a light effect used to conceal. A small field where nobody can open their eyes makes for concealment as least as good as fog or darknes.


    Launch
    Evocation
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./ level)
    Target: One creature or object
    Duration: Instantaneous
    Saving Throw: Reflex Negates
    Spell Resistance: No

    Through the use of this spell, a single creature or object is launched away from any surface it rests on. A creature standing on the ground or on an incline is launched up to 10 feet/level away from that surface unless they make a Reflex Save. If making climb checks to scale a surface, the target is launched up ot 10 feet/level away from that surface if they fail their saving throw. Swimming, Flying, or otherwise weightless creatures are launched up to 10 feet/level in a direction of your choice if they fail their saving throw. If a creature moving in this way runs into a solid object before completing their movement, they immediately stop their movement and take 1d6 damage for every 10 feet they had been successfully launched. Creatures wedged between two parallel (or nearly so) surfaces are unaffected by this spell. Objects firmly secured to the ground aren’t affected by this spell.

    Notes:
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    While this spell may seem more telekinetic-y (transmutation) than blast-ish, I still think that this thing makes sense flavored as a burst of kinetic energy. Also, the imagery is very fun to imagine.


    Lucent Masquerade
    Evocation [Light]
    Level: Sor/Wiz 9
    Components: S, M
    Casting Time: 1 Standard Action
    Range:See Text
    Area/Target/Effect: See Text
    Duration: See Text
    Saving Throw: See Text
    Spell Resistance: See Text

    This spell functions much as Fluttering Lights except that it can imitate illusions of up to 8th level.

    Luminous Essence
    Evocation [Light]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    You gather light from your ambient surroundings around yourself, shedding bright light out to 30 feet and shadowy illumination out to 60 feet. Further, the light that you gather in this way becomes an extension of your own body. First, this grants you blindsight out to the limits of the bright light created in this way, though invisible creatures aren’t detected by this blindsight as they fail to disrupt the passage of light. Secondly, you may make melee touch attacks against any creature within the area of bright light this light creates, even if the target is beyond your normal reach.

    Notes:
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    Not much to say about this spell. You shed some light and use it to sense your world and deliver melee attacks from afar. A better buff than what Evocation normally gets but I feel that it makes a certain amount of sense.


    Magical Flare
    Evocation
    Level: Sor/Wiz 1
    Components: S, V
    Casting Time: 1 standard action
    Range: See Text
    Effect: One flare of raw magic
    Duration: Instantaneous and 1 round
    Saving Throw: None or Reflex negates
    Spell Resistance: No

    This primitive spell, by all accounts, originated as a sloppy attempt at more powerful magic. Using less stringent verbal and somatic components, you release a tremendous burst of uncontrolled burst magical energy… which does nearly nothing at all.

    When casting this spell, select one spell of the evocation school of 5th level or lower. Any successful attempt to recognize what spell you are casting through spellcraft checks indicates that you are casting the chosen spell unless the creature succeeds by at least 10 points. The chosen spell can be used to counterspell this one as if you were casting that spell.

    Any creature benefitting from abilities that detect magical auras (such as Detect Magic or Arcane Sight) must make a Reflex save or be blinded for 1 round by the incrtedible surge of energy released.

    The one notable effect that this spell has been shown to possess is momentarily increasing the flow of magical energy in the immediate area. All creatures within 5 feet of you gain a +1 circumstance bonus to their Caster Levels (if any) for 1 round.

    Notes:
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    I’ll admit that this idea for this spell was inspired by a cantrip called burst of magic in Legend&Lair’s Illusion School splat-book. The effect of this spell is an entirely different beast, however. Acting as another spell for wizard duels, you can blind those examining your with magic and trick casters into wasting more powerful spells countering one of your weakest abilities. Even outside of a duel, however, you can grant a small bonus to other casters.


    Meteor Shower
    Evocation
    Level: Drd 9, Sor/Wiz 9
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./ level)
    Effect: A hail of meteors falling from the sky
    Duration: 1d4+2 rounds
    Saving Throw: None or Reflex Partial
    Spell Resistance: No

    While this spell is in effect, one small meteorite/level rains down from the sky each round. You may direct each meteorite towards a target of your choice. Make one ranged attack against each selected target for all meteorites directed at them and if successful, the attack deals 1d8 bludgeoning damage/meteorite. On the final round of this spell, a single giant meteor falls on a 10-foot radius of your choice within range, dealing 1d8 bludgeoning damage/level to creatures in the area, knocking them prone, and creating an earthquake effect within 100 feet of the site. Any larger or smaller creatures in the area where the meteor falls are also trapped as if in the bury zone of a cave-in (taking additional damage as appropriate) until the five-ton meteor is moved off of them or a path around the meteor is dug (taking twice as much time to dig the creature out). A successful reflex save halves the damage and prevents being buried and knocked prone.

    Notes:
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    A two-stage spell that I designed to show what a true meteor swarm might look like. Perhaps a bit too wordy, though.


    Mystic Brand
    Evocation [Fire]
    Level: Sor/Wiz 3
    Components: S, V
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Permanent (D)
    Saving Throw: None
    Spell Resistance: Yes

    You engrave a touched creature with a magical brand of your choice, similar in many ways to an arcane mark. Like the aforementioned spell, this brand can be visible or invisible in normal situations. The process of receiving this mark, however, is not painless. The target takes 1d8 points of fire damage as it is wracked with great pain.

    Whether the brand is initially visible or invisible, the brand burns with visible light and heat while the target is within 5 feet of a broken flame, dealing 1d4 damage to the target each round and revealing the presence of the brand even under heavy clothing (but not from under medium or heavy armor).

    Notes:
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    Acting as the fiery equivalent to the “elemental curses” I’ve been putting out, mystic brand is the weaker counterpart to Hellfire Brand and simply marks the target, hurting them and revealing their mark when near a flame.
    Last edited by Realms of Chaos; 2014-09-07 at 09:06 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  5. - Top - End - #5
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Fixing Evocation: Over 100 spells

    Negate Light - Supercharge Arcana
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    Negate Light
    Evocation [Darkness]
    Level: Sor/Wiz 6
    Duration: 10 minutes/level
    Saving Throw: Will negates (harmless)

    This spell functions in most ways as repel light with the above and below exceptions. First, you may ignore the negative effects of all spells and abilities with the light descriptor, regardless of its spell level.

    Further, you are granted just enough light to properly observe the world without darkvision. As a swift action, you may extend the benefits of this feats to any number of adjacent creatures until they are no longer adjacent to you (no save). Finally, even creatures that should be able to perceive you see only a void of blackness where you should be, granting you a 50% miss chance against attacks.

    Notes:
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    The stronger version of Repel Light, this spell is purely beneficial and provides a 50% miss chance that functions against creatures with True Seeing.


    [b][Phantom Accompaniment/b]
    Evocation [Sonic]
    Level: Brd 0, Sor/Wiz 1
    Components: V
    Casting Time: ! standard action
    Range: Personal
    Effect: Mundane Music
    Duration: Concentration + 1 minute
    Saving Throw: None
    Spell Resistance: No

    A favorite of casters with a flair for the dramatic, this spell creates a musical accompaniment for the actions that the caster takes. The precise volume can be changed with a thought, setting the Listen check DC between -5 and 20 (before modifications for distance) as a free action up to once per round.

    Unlike other spells requiring concentration, the amount of effort required to maintain a phantom accompaniment is almost nothing at all. Only a swift action is needed each round to maintain concentration on this spell.

    The presence of the music created grants you a +1 circumstance bonus on Diplomacy, Intimidate, and Perform checks against creatures that can hear it.

    Notes:
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    I’ll admit that I’ve always wanted to play as a character with his own theme song. Through the use of this spell, you can live out the same dream.


    Phasing Vibrations
    Evocation [Sonic]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Line
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Through this spell, you create a line of sound that extends outwards from you, dealing 1d4 sonic damage/level (maximum 15d4), halved with a successful Fortitude save. Unlike similar effects, however, sound has fewer problems extending directly through solid obstacles and can continue beyond the area that you possess a line of sight (or line of effect) with. For every foot of nonliving obstacles that the line passes through, the damage to those beyond is reduced by 1d4. The line reaches out to the maximum range of the spell or until the damage would be reduced below 1d4 in this way.

    Notes:
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    A VERY long line of sonic damage, passing throw objects in the same way that normal sound can pass through walls.


    Primal Essence
    Evocation
    Level: Sor/Wiz 9, Drd 9
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    You fill your boy and spells with primal energy, mastering all other forms of energy. First, you gain immunity to acid, cold, electricity, fire, and sonic damage. Secondly, all evocation spells you cast that would deal acid, cold, electricity, fire, and/or sonic damage instead deal an equal amount of untyped damage. As an immediate action, you may end this spell prematurely to maximize any damage you would deal with a single evocation spell as if through the maximize spell feat, without needing a higher caster time or spell level (that spell gains the full benefits of this spell).

    Notes:
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    Not much to say here except that I view this as the pinnacle of what can be done with raw magical power, using it in place of normal energy and using it to entirely ignore normal forms of energy damage. It makes for decent persist spell bait due to the defensive bonuses but otherwise shouldn’t cause too much difficulties.


    Recharge Arcana
    Evocation
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One active spell effect
    Duration: Instantaneous
    Saving Throw: None or Will negates
    Spell Resistance: No

    You may select a single active spell effect of an equal or lower spell level that you are aware of within range with a duration other than instantaneous, concentration, or permanent. The remaining duration of that spell is instantly reset. If that spell has any expensive material components or foci, you must provide them when recharging the spell. Likewise, you must pay any XP cost a spell has when refreshing it. Finally, you may not refresh spells that benefit from metamagic effects or that possess a caster level higher than your own. While the spell is refreshed in its duration, new choices for it cannot be made. If the spell possessed one or more targets, those targets may make a Will save to negate having this duration reset for them (any other targets who fail their saving throw have the duration reset).

    Notes:
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    I’m honestly not quite certain what this spell would be used to do, though it seems like a spell that should exist somewhere and I know that someone will find a way to use it (maybe refreshing persistent abilities?). I leave this matter to your creativity.


    Reflexive Jolt
    Evocation [Electricity]
    Level: Sor/Wiz 1
    Components: V
    Casting Time: 1 Swift Action
    Range: Personal
    Target: You and touching creature
    Duration: Instantaneous and 1 round
    Saving Throw: None
    Spell Resistance Yes

    You send a wave of electricity through yourself, sending your nerves and muscles into overtime even as you cause a bit of harm. When you cast this spell, you may deal electricity damage up to twice your caster level to both yourself and to any creature grappling you. If you take damage in this way, you gain a +10 foot enhancement bonus to your speed for 1 round. For every 4 points of damage taken in this way, you may additionally select one of the following options (they stack with themselves):
    • Increase the enhancement bonus to speed from this spell by +10 feet.
    • You gain a +1 bonus to your AC against the next attack made against you within 1 round.
    • You gain a +1 bonus to your next Reflex save made within 1 round.
    • You gain a +1 bonus to your next attack roll made within 1 round.


    Notes:
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    This is an interesting spell, based around the idea of painfully speeding up the electrical signals within your own nervous system to achieve greater alacrity. In addition to fending of grapplers, this spell scales relatively well and can provide some meaningful bonuses even at high levels. Getting those bonuses requires taking some meaningful amount of damage, however, and trying to escape that damage through means like energy resistance simply lowers your own benefits. As such, I’m pretty sure that this spell is balanced, if not slightly weak.


    Reforge
    Evocation [Fire]
    Level: Sor/Wiz 5
    Components: V, S, XP
    Casting Time: 1 hour
    Range: Touch
    Target: One broken metallic weapon, shield, or suit of armor
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Through the use of this spell, you may restore a destroyed weapon, shield, or suit of armor to pristine condition, so long as it was primarily made of metal. If that item had any magical properties before it was destroyed and the item was destroyed no more than 24 hours ago, the magical properties are restored to the state they were in right before the item was destroyed.

    You must have at least 75% of the item’s original form to repair it in this way. An item transmuted into a new form can be reforged in this way even if it wasn’t technically destroyed, so long as the new and old forms were both metallic. Similarly, you may use this ability to repair al damage to an unbroken object instead of restoring a broken object (this function carries no XP cost).
    XP Cost: 1/25th of the value of the item to be fixed (in gold pieces).

    Notes:
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    Because of the link between fire and blacksmithing, giving fire energy some ability to forge or reforge items seemed pretty natural from my point of view. This gives you the unique ability to recreate items and have them retain any magic before they were broken. With the existence of this spell, all of the spells in this project that destroy items are no longer quite as destructive and the sunder maneuver can actually see some use without coming back to bite you in the butt.


    Reinforce
    Evocation [Force]
    Level: Sor/Wiz 6
    Components: S, V, XP
    Casting Time: 1 Standard Action
    Range: Touch
    Target: Large or smaller object touched
    Duration: Permanent
    Saving Throw: Fortitude negates (object)
    Spell Resistance: None

    Through the use of this spell, you coat an object in a thin layer of force, making it all but impossible to damage until the force has been removed (as wall of force). As creatures can’t quite reach the surface of the item, however, all d20 rolls made with or against the object take a -2 penalty.
    XP cost: 200

    Notes:
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    Everything is riverine. You’re welcome.


    Repel Light
    Evocation [Darkness]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft + 5 ft/2 levels)
    Target: One creature or object
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: No

    You may forcefully force light away from a single target, granting a number of benefits. The target gains immunity to the dazzled condition and cannot be blinded by bright lights. If the target has a weakness against light (such as sunlight vulnerability), it is protected for the duration of the spell. Further, the target is immune to harmful effects of the light descriptor of 3rd level or lower.

    Most impressively, because of how light it bent around the target, it is effectively rendered invisible. Because this affects light instead of the creature, covering the target with flour or subjecting the target to an effect like glitterdust fails to make it more visible. Effects that would reveal invisibility likewise reveal your form. If within the range of a creature’s darkvision, that creature can also detect the presence of the target without magical aid. Unlike a normal invisibility effect, the target can attack without ending this effect.

    As light is unable to reach the eyes of the target, a creature targeted by this spell is effectively blinded for the full duration unless it possesses darkvision.

    Notes:
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    Welcome to invisibility: the drow/vampire version. In truth, this ability is truly only usable either by creatures that need protection from the sun or for PCs fighting creatures without special extraordinary senses (so… other humans?). So yeah, this is probably a spell for nocturnal antagonists to use while praying on humanoid communities. The PC applications of the spell were not really considered when making this.


    Rewards of Stress
    Evocation [Acid]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft/level)
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: None and Fortitude negates
    Spell Resistance: Yes

    You physically wear away at a single target, stressing their bodies to the bounds of what their bodies can handle without breaking apart. Whenever the target takes a standard action or full-round action, they must make a Fortitude save or perish as gashes, lesions, and ulcers open upon their body to let their body fall apart. While under the effects of this spell, the target is roughly aware of its consequences.

    Notes:
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    And yet another new take on a save-or-die effect. Depending on how the target acts, they may never have to make a saving throw and “beat” the spell without difficulty or may have to make a new saving throw against death each and every single round.


    Ruination
    Evocation
    Level: Drd 6, Sor/Wiz 7
    Components: V, S
    Casting Time: 1 Standard Action
    Range: Long (400 ft. + 40 ft./level)
    Targets: All structures and unattended objects within range.
    Duration: Concentration (maximum of 1 round/level)
    Saving Throw: Fortitude Half (object)
    Spell Resistance: No

    Forcing destructive energies through everything within range, you deal 3d10 damage to all structures and unattended objects within range of this spell each round, ignoring all hardness those objects possess. Magical objects may make a fortitude save each round to halve this damage.

    Notes:
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    Destroying a large area of a city with a single spell again seems about on par with what a spell of this level should do. While it takes a while to work, I wanted the process to be interrupt-able if it was being used by enemies and this thing still deals enough damage to level almost everything around.


    Safe Room
    Evocation [Force]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 Minute
    Range: 0 ft.
    Area: Barred Cage (20-ft cube) or windowless cell (10-ft cube) containing you.
    Saving Throw: None
    This spell functions much as Forcecage, except as mentioned above or below. Used to generate spaces that are nearly impossible to invade (even for incorporeal creatures), Safe Room surrounds the caster (and potentially allies) in a barrier of force. Regardless of what version is created, sound within the safe room is muffled, increasing the DC of Listen checks made to heard what lies within by +10.

    Notes:
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    Behold, the missing link between tiny hut and forcecage. As it turns out, cages made out of raw force help to keep out pests pretty darn well if you don’t want to bother with an extradimensional hiding place.


    Second Sun
    Evocation [Fire, Light]
    Level: Clr 9, Drd 9, Sor/Wiz 9
    Components: V, S, F
    Casting Time: 1 hour
    Range: See Text
    Effect: Create a sun in the sky
    Duration: 12 hours
    Saving Throw: None
    Spell Resistance: No

    You create a globe of light and heat so bright, hot, and far from the surface that it acts very much as the sun. Though this sun lacks actual mass and gravity, its light and heat are considered identical to that of the sun for all purposes and remains in the sky above the caster for the spell’s duration. This ability has no additional effect when the actual sun would be out. Unlike most light effects, second sun does not interact with [darkness] effects.
    Focus: A perfect diamond prism worth 5,000 gp

    Notes:
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    Like Eternal Night, this is a spell with a good deal of scope but with no real appreciable power behind it. Just seemed like a spell that should exist.


    Second Voice
    Evocation [Sonic]
    Level: Sor/Wiz 8
    Components: V
    Casting Time: 1 standard action
    Range: Personal
    Effect: A second voice
    Duration: 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    Granting a new meaning to the term “doublespeak”, This spell grants yourself a second voice, directed through your thoughts and sounding exactly like your first voice. This second voice can be used for any purpose that your original voice could, even providing verbal components or command words.

    Once per round, as a swift action, your second voice may speak a command word for a magic item that you either hold or wear. All attempts made to countspell a spell that you cast gain a 50% chance of failure as your second voice provides an unrelated verbal component

    Your second voice is magical in nature, ignoring any Manipulate Sound, Sculpt Sound, or Silence effects and speaking with sureness even while deaf or otherwise incapable of hearing your own voice (ignoring the chance failure for spells with verbal components). Your voice may speak even while gagged, paralyzed, or otherwise incapable of speaking.

    As a full-round action, you may send your voice elsewhere to deliver a message, as the sending effect. After using this ability, your second voice remains dormant for 10 minutes.

    Notes:
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    This is a pretty nice and long-lasting buff, though it really only does 4 things:
    1. You are hard to counterspell
    2. 1/round, can speak command word as swift action
    3. Nothing in existence can shut you up
    4. You can use sending a number of times


    Selective Sound
    Evocation [Sonic]
    Level: Brd 2, Sor/Wiz 3
    Components: V
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Target: Up to one creature/level
    Duration: Instantaneous and 1 round.
    Saving Throw: None or Fort negates
    Spell Resistance: No

    You may send a message of up to 50 words or a blast of blaring sound to each target of this ability. You need not make the same choice for each target and may choose to give different messages to different targets. Messages that you deliver are in a language that you are familiar with. Creatures subjected to blaring sound must make a Fortitude save or be permanently deafened and stunned for 1 round.

    Notes:
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    Just a quick way to deliver secret messages and/or debuff a large number of foes simultaneously without using dangerous area effects.


    Shadowslayer
    Evocation [Light]
    Level: Sor/Wiz 8, Clr 7, Drd 7
    Components: S, V
    Casting Time: 1 Standard Action
    Range: Personal
    Target: You
    Duration: 1 hour/level (D) and 1d4 rounds
    Saving Throw: None and Fort Negates (see text)
    Spell Resistance: Yes

    You infuse yourself with a near limited amount of pure sunlight, leaving a trail of light behind you wherever you travel. First, you shed sunlight within 20 feet and shadowy illumination out to 40 feet at all times. Secondly, all squares that you pass through are filled with sunlight for the full remaining duration of the spell, regardless of ambient light conditions. Third, undead, oozes, and fungal creatures all take 2d6 damage every round they remain in the sunlight created by this spell (Spell Resistance applies against this damage). Finally, you may attempt to blind a creature within the sunlight for 1d4 rounds as a move action, though it may resist with a successful Fortitude save (Spell Resistance applies against this blinding effect)

    Notes:
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    This spell may be a bit over-leveled, if only because I though that the imagery this spell produces is just that awesome. You create a literal path of sunlight wherever you travel, burning certain creatures that enter this sunlight and letting you blind any creature in the sunlight (meaning any creature in a square you have passed through for the full duration of this spell) at will.


    Shock and Awe
    Evocation [Light, Sonic]
    Level: Sor/Wiz 7
    Components: S, V
    Casting Time: 1 standard action
    Range: 1,000 feet + 100 ft/level
    Area: Up to one 30-ft. cube/level (S)
    Duration: See Text
    Saving Throw: Fortitude partial
    Spell Resistance: No

    You fill the selected areas with instantaneous bursts of blinding light and deafening sound. Each creature within the area is forced to make two Fortitude saves. Creatures within the area are permanently blinded if they fail their first save or are blinded for 1 round if they succeed on their save. Further, creatures in the area are permanently deafened if they fail their second save or are deafened for 1d4+1 rounds if they succeed on their save. Finally, creatures that fail both saves and/or that have 5 or fewer HD are stunned for 2d6 rounds. Unlike similar effects, you need not have line of sight or even line of effect with the area to be affected, simply choosing where the area is to be relative to yourself.

    Note:
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    With this spell, I grant you to disable every mook within a tremendous area, which you don’t even need line of effect with. A perfect tool for use before breaking enemy lines or storming an enemy stronghold.


    Shock Therapy
    Evocation [Electricity]
    Level: Sor/Wiz 3
    Components: S, V
    Casting Time: 10 minutes
    Range: 15 ft.
    Target: One living creature
    Duration: Instantaneous or Permanent
    Saving Throw: Fortitude negates or None
    Spell Resistance Yes

    Utilizing Electricity, you can help to treat the long-term wounds of a creature or to adjust its behavior. If using this effect on an unwilling creature, the target must be restrained or helpless. Regardless of what form of therapy is received, this spell inflicts a bit of harm upon its targets and those that are immune to electricity gain no benefit, though this spell ignores resistance to electiricty.

    Restorative Therapy: The target takes 2d4 points of Electricity damage but heals one point of ability damage to each damaged ability score and is cured of fatigue and exhaustion. This function allows for no saving throw and is instantaneous.

    Behavior Modification Therapy: The caster may list a specific course of action not required to keep the target alive. Whenever the target undertakes the chosen course or attempts to dispel this effect, they immediately suffer 2d6 points of electricity damage, possibly disrupting spellcasting as normal. For every 4 caster levels the caster possesses beyond 5th, the “punishment” can be increased by +1d6 damage (maximum 5d6). If the forbidden task is continued over multiple rounds, the damage is suffered each round until the action is either completed or abandoned. The process of ingraining this energy is far more painful and traumatic, leaving the target with 1 hp (unless they already possessed less) and allowing a Fortitude save to resist.

    Notes:
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    What? Lightning wants to heal people as well? Well, why not. Inspired by electro-shock therapy (but the curative versions we know today and the far more grizzly earlier versions), here is a spell that lets you use electricity for therapy.


    Shocking Resuscitation
    Evocation [Electricity]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 round
    Range: Touch
    Target: One dead creature
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance No

    Channeling lightning through the heart and vital organs of a creature, you can restore a creature that has recently perished. The target must have died within the past minute and must have an intact corpse for this spell to function. Further, as this spell doesn’t close wounds or restore lost blood, creatures that have died of hit point damage, constitution damage, or constitution drain. It can, however, restore those that have died from suffocation, negative levels, most death effects, and similar sources that kill while leaving the body intact. The target suffers no loss of levels, prepared spells, or Constitution and is restored with 1 hit point/level or its maximum hit points, whichever is less. As the soul isn’t involved in this revival, an unwilling creature can be forced into revival. As normal, however, death through old age cannot be reversed through this spell.

    Notes:
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    And the final curative evocation spell in this project. I will neither confirm nor deny that the verbal component for casting this spell is screaming “CLEAR!”.


    Sonic Boom
    Evocation [Force, Sonic]
    Level: Sor/Wiz 6
    Components: S, V
    Casting Time: 1 standard action
    Range:Personal
    Target: You
    Duration: 1 round/level or until expended
    Saving Throw: Fortitude Partial
    Spell Resistance: No

    Harnessing raw sonic energy, you propel yourself bodily at nearly the speed of sound, surrounding yourself in a shield of force to prevent yourself from being torn apart. Under the effects of this spell, you may move up to one mile in a straight line as a move action, ignoring attacks of opportunity and even ignoring gravity until your movement is completed. Any creature you pass within 10 feet of with this motion (even if not moving the full distance) takes 2d6 points of sonic damage and is deafened for 1 round (a Fortitude save halves the damage and negates the deafened condition). You must end your movement early the moment you would run into a solid object or creature, at which point that target takes 1d6 point of force damage/caster level level (maximum 15d6) and the spell ends early. No attack roll is needed for such a ramming attempt. Incorporeal and ethereal creatures also take this damage with a collision, failing to end the movement but ending the spell at its conclusion.

    Notes:
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    Teleportation is simply something that evocation can’t do. Using sound waves to propel yourself at close to the speed of sound while a cage of force protects you from the g-forces, meanwhile, seems a bit more reasonable. As a friendly piece of advice, consider using the first round to launch into the air so the rest of your travel will have little risk of hitting a random tree.


    Sound Manipulation
    Evocation [Sonic]
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Selected Sounds
    Duration: Concentration
    Saving Throw: None
    Spell Resistance: No

    Shaping sonic waves, you can control, create, and dampen any number of sounds within range. Each round that you concentrate on this spell, you may select one of the following options:

    Control: For 1 round, you may replace any number of sounds within range with other sounds no more than half as soft or twice as loud (even if the sounds aren’t made during your action). Sounds may not be converted into command words, verbal components, or similar sounds of magical significance.
    Create: For 1 round, you can create any number of sounds with a volume up to what 4 humans/caster level would be able to produce (even outside of your action). Such sounds may include intelligible speech but may not be used to provide command words, verbal components, or similar sounds of magical significance.
    Dampen: For 1 round, you may dampen any number of sounds (even outside of your action). Listen checks made to hear such sounds take a -10 penalty.

    You may use this spell to disrupt command words and spells with verbal components (whether altering them, interrupting them, or making them difficult to hear), imposing a 20% chance of failure. Disrupted language-dependent abilities instead gain a 50% failure chance. False sounds created that imitate Specific voices or inherently threatening sounds created can be recognized as false with a listen check, opposed by your spellcraft check.

    Notes:
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    While sound control has always fallen into the realm of illusion, it seemed right to me that sonic energy could be used to control sound. This is the end result of following that line of thought.


    Soundscape
    Evocation [Sonic]
    Level: Sor/Wiz 9
    Components: S, V, F
    Casting Time: 1 standard action
    Range: Personal
    Area: 100 ft-radius emanation, centered on you
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Under the effects of this spell, you gain complete control over all sound in your immediate environment, granting a large number of benefits:[list][*]You automatically succeed on move silently checks, much like an incorporeal creature, unless you wish to be heard. This benefit is automatically extended to all allies within the area.[*]You and allies within the area can turn yourself “invisible” against blindsense and blindsight or return to “visibility” against those senses as a swift action. Allies that move outside of the area can instantly be detected by those senses once more.[*]Spells with verbal components cast by enemies within the area have a 50% chance of failure. Language-dependent effects use by those within the area automatically fail instead.[*]You may replicate any harmless nonmagical sound you have heard within the past 24 hour anywhere within the area with perfect fidelity. The sound remains for as long as you concentrate on it. [*]Allies within the area cannot be deafened (though they are not cured of such conditions) and gain Sonic Resistance 20 while enemies take a -4 penalty on saves against sonic effects and increase any variable sonic damage that they would take by +50%.[*]You and allies within range may choose to have any sounds you make not audible to any number of known creatures within the area and/or not audible at all beyond the area of this spell.
    Focus: A conductor’s baton

    Notes:
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    Serving as a combination of buffs and debuffs, this spell grants you complete control over sound within a large area and all of the boons that go with it. I’m a bit surprised that sound could have anything resembling a 9th-level spell built around it but I think it came out okay.


    Spastic Shock
    Evocation [Electricity]
    Level: Sor/Wiz 5
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One Living Creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance Yes

    You send electricity flowing through every nerve and muscle within a living creature, reducing them to a twitching mess incapable of movement. If the target fails its saving throw, it takes 2d6 points of electricity damage, falls prone, and is effectively paralyzed. If the creature was flying or climbing, it immediately falls. If the creature was swimming, it can no longer swim. If the creature was holding its breath, it must immediately start making Constitution checks to avoid suffocation. The target may make a new Fortitude save each round to remove these effects, tough it suffers an additional 2d6 points of damage with each failure. Creatures immune to electricity damage are immune to this ability.

    Notes:
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    When I was going over what electricity could do, paralysis seemed like a logical choice for a potential save-or-die.


    Spastic Shock, Mass
    Evocation [Electricity]
    Level: Sor/Wiz 8
    Components: S, V
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Targets: Up to two living creatures/level
    Saving Throw: Fortitude Partial

    This spell functions as Spastic Shock, except as mentioned above and below. Each failed fortitude save now deals 5d6 points of electricity damage. Further, when this spell effect ends on each target (whether through a successful save, dispelling, or the end of the duration), that target is staggered for 1 round afterwards.

    Spicy Torment
    Evocation [Acid]
    Level: Sor/Wiz 3
    Components: V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You burn the target’s mouth with a strong acid, forcing them to holler in pain. If the target fails its saving throw, it is incapable of speaking. Further, the target can’t use the Concentration skill, the Move Silently skill, any Intelligence- or Charisma-based skill, or other skills that require concentration (any such check that is attempted automatically fails). Finally, the target takes 1 point of acid damage each round. As a full-round action, the target may attempt a new Fortitude save against the effect, ending it early with a successful saving throw.

    Notes:
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    Over the course of creating new spells for each energy descriptor, many forms of energy seemed to gain a loose identity of sorts even though I was trying to explore the full range of what they are capable of. Fire spells tend towards the constructive while several Sonic spells are pretty good anti-mage spells. Acid spells, meanwhile, tend towards the plain sadistic.

    When you take a step and really think about it, however, the acidic spells are also kind of silly. I’ve created spells around heartburn and ulcers and now the sensation of spiciness. Thankfully, this is the peak of goofiness from as far as I can tell but the effects are pretty darn serious, even if the process is conceptually juvenile.


    Static Puppet
    Evocation [Electricity]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 standard action
    Range: Close
    Target: One corpse
    Duration: 24 hours/level
    Saving Throw: None
    Spell Resistance No

    You force an intact corpse into a mocking semblance of life by shocking its muscles to make it move. Beyond simply requiring an intact corpse, a corpse that is at least a month old has had its muscles degraded too far to function as a static puppet, ending the spell prematurely if active.

    A Static Puppet functions much as a zombie of the same type (skeletons cannot be made in this way), albeit with a few exceptions. First, the zombies are treated as constructs instead of undead, failing to count towards the total HD of undead you may control. Secondly, the natural attacks of the zombie deal an additional +1d4 points of electricity damage and creatures grappling a static puppet take 1d4 points of electricity damage each round. Third, each static puppet gains electricity resistance 10 but freezes in place as if paralyzed for 1 round whenever it takes electricity damage.

    Finally, and most importantly, Static Puppets lack even the rudimentary ability of mindless creatures to respond to their surroundings. You may control the precise actions of a single static puppet for 1 round as a move action. Alternately, you may concentrate for 1 minute to “program” a static puppet with a series of specific actions requiring no longer than 1 minute to perform, which it will perform either continuously without even the slightest variation or perform once when it receives specific sensory stimuli (a single static puppet can only have one program at a time). These programs are generally useless for attacks as the programs are required to be explicit in muscle movements, making aiming for a moving target all but impossible unless the precise location of a foe can be guaranteed.

    While static puppets don’t incorporate negative energy and aren’t intrinsically evil, the process of creating them is still considered the desecration of a corpse and is frowned upon even in societies that can tell them apart from normal zombies.

    Notes:
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    Frankenstein, minus the thousands of GP required for a flesh golem. What else really needs to be said?


    Supercharge Arcana
    Evocation
    Level: Sor/Wiz 6
    Components: V, S
    Casting Time: 1 Swift Action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    The next spell you cast within the next round is overcharged with arcane energy, automatically succeeding on any spell penetration check required. Such an affected spell can even affect creatures with spell immunity such as golems.

    Notes:
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    Beyond simple Assay Spell Resistance or True Casting, this lets you send a single spell through to its destination regardless of innate magical resistance. All that it costs you is an extra 6th level spell slot.
    Last edited by Realms of Chaos; 2014-09-07 at 09:03 AM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  6. - Top - End - #6
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Fixing Evocation: Over 100 spells

    True Darkness - Wrath of the Heavens
    Spoiler
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    True Darkness
    Evocation [Darkness]
    Level: Clr 5, Sor/Wiz 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: 100 ft.-radius burst
    Duration: 1 week/level (D)
    Saving Throw: None
    Spell Resistance: No

    Through the use of this spell, you create total darkness within the selected area. Creatures with darkvision or a true seeing effect can still see through the area but others gain no benefit from sight while within the area. Not even flames are visible within the area. True Darkness counters and dispels any light effect of equal or lower level.

    Notes:
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    It has always bothered me, REALLY bothered me, that even the deeper darkness spell from the player’s handbook only creates shadowy illumination. To fill the natural progression in darkness creation, this spell and impenetrable darkness (above) create genuine darkness within large areas).


    Trueforge
    Evocation [Fire]
    Level: Sor/Wiz 7
    Components: S, V, XP
    Casting Time: 1 hour
    Range: Touch
    Target: One metallic weapon, shield, or suit of armor
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Through this extensive magical ritual, you can reforge nearly any metallic tool of war, reforging either its physical form or the magical properties woven through it. Whenever you cast this ability, you may select one of the two following options:
    Physical Forge: You heal all damage taken by the target and may transform the target into another object of the same type (weapon into weapon, shield into shield, etc) and equal or lesser weight. Any properties an item may no longer qualify for provide no benefit. So skilled are you at forging the item that the item gains a +2 bonus to hardness and grants a +1 bonus to threat confirmation rolls (if a weapon) or to AC against threat confirmation rolls (if a shield or armor). These bonuses stack with themselves up to a maximum of 5 times.
    Metaphysical Forge: You may grant the target a single special ability worth a +1 enhancement bonus or increase the enhancement bonus of the item by +1. This ability can be used no more than 5 times on a single item. This spell cannot let the enhancement bonus of the item pass +5 or the total bonus of the item pass +10 before epic levels, however. Further, you may substitute a single special ability the item has that is worth an enhancement bonus for another special ability worth an equal or lower enhancement bonus. If any new abilities you grant an item through this option require spells without the fire descriptor, you must cast them as normal when crafting the appropriate item.
    XP Cost: 500 (physical forge) or 2,000 (metaphysical forge).

    Notes:
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    Much as reforge, this ability reforges an item into wholeness and newness. This is probably one of the more significant non-blasting spells produced here, allowing essential combat gear to be fixed, altered, and improved at simply incredible speeds.


    Twist Arcana
    Evocation
    Level: Sor/Wiz 2
    Components: S, V
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 5 rounds
    Saving Throw: None
    Spell Resistance: No

    Select one metamagic feat for which you possess all prerequisites. You gain the benefits of that metamagic feat for the duration of this spell.

    Notes:
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    Ladies and Gentlemen, a spell for sorcerers. Seriously, though, I am aware that persist cheese will find a way to bend this into tremendous benefit, which is partially on purpose. My design goal with this project was not only to have evocation “usable” but “competitive”, which at high optimization means leaving open one or two possibilities.


    Unseen Arcana
    Evocation [Darkness]
    Level: Sor/Wiz 3
    Components: None
    Casting Time: 1 swift action
    Range: Personal
    Target: See Text
    Duration: 1 round or 1 hour/level (D)
    Saving Throw: None
    Spell Resistance: No

    This unique spell, used to hide the details of your spellcasting, can be used in one of three ways:

    Conceal Casting: The next spell with somatic components you cast within the next round has the somatic components concealed under a veil of magical darkness. Any counterspell attempt made against that spell has a 50% chance of failing.
    Conceal Spell: The next spell you cast within the next round actively repels and bends light around itself, preventing creatures from seeing its visible effects without darkvision or effects capable of piercing invisibility. If the spell has a duration other than instantaneous, the visual effects are hidden for only one round.
    Conceal Auras: Through darkness, you may block out not only physical light but the metaphysical sensation of light that certain spells create. You may conceal all magical auras active upon yourself (including the auras of items you carry) from effects like detect magic for up to 1 hour/level.

    Regardless of how this spell is used, its casting is incredibly subtle. Creatures take a -10 penalty on spellcraft checks made to identify this spell as it is cast and failure by 5 or more points results in a creature not realizing that a spell has been cast (unless such information is gained through other means)

    Notes:
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    And now for a different sort of alteration to your spellcasting. The different effects of this spell should make it relatively versatile, though.


    Void Puppets
    Evocation [Darkness, Force]
    Level: Sor/Wiz 8
    Range: Long (400 ft. + 40 ft./level)
    Duration: 1 minute/level

    This spell functions much as Walking Voids (below), except as mentioned above and below. All destroyed silhouettes reform at the start of each round. When reforming, you may attempt to attach them to creatures much as when you were first casting the spell.

    Further, each unoccupied silhouette is animated by a lattice of force, granting it some substance. Unoccupied silhouettes can act upon the world much as unseen servents and you can deliver orders to any number of them within range as a swift action. Squares with unoccupied silhouettes are treated as difficult terrain and such silhouettes can provide flanking.

    Finally, the darkness around each concealed creature a certain degree of protection. Creatures that cannot see through the silhouettes cannot make attacks of opportunity against the silhouettes or the creatures within them and suffer a 20% miss chance when attacking a silhouette.

    Notes:
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    As the improved version of walking voids, this spell lets unoccupied silhouettes take actions upon the world, making it even less clear who is a person and who is simply and empty silhouette. Further, the spell now provides a bit of protection and renews your silhouettes each round.

    Of course, more creatures should have alternate senses or access to true seeing by the time players are throwing around 8th level spells so the additional levels of confusion may well amount to naught in many encounters.


    Walking Voids
    Evocation [Darkness]
    Level: Sor/Wiz 4
    Components: S, V
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One or more dark silhouettes
    Duration: 1 round/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: None

    You create a number of dark silhouettes within the range of the spell. You create one medium or smaller silhouette/caster level, though you can substitute two silhouettes for a large one, four for a huge one, eight for a gargantuan one, or sixteen for a colossal one in any combination. While silhouettes can be made for nearly any body type (such as a quadruped silhouette, a bird-like silhouette, or a humanoid silhouette), though you can’t make silhouettes of particular individuals and possess only the barest of abilities to match them with particular races.

    Each silhouette is made of magical darkness. When casting this spell, you may adhere any number of silhouettes to creatures of the same size category and general body type or of a smaller size category and any body type ( for example, a human may look like a medium shadowy humanoid, a large shadowy humanoid, or a large shadowy dragon, but not as a medium shadowy dragon). A creature may make a Will save to negate this attachment, dismissing that silhouette instead.

    The forms of creatures attached to silhouettes cannot be ascertained through sight by any means short of True Seeing. As such, concealed creatures are difficult to identify later on, can hide among unoccupied silhouettes, and look identical to enemies in silhouettes of the same size and shape.

    Each empty silhouette has an AC of 10 + its size modifier + your spellcasting ability score modifier and automatically fails all saving throws, vanishing the moment it would suffer damage. You may move any number of empty silhouettes up to 10 feet as a swift action.

    Notes:
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    Welcome to a bizarre mashup between invisibility, disguise self, and mirror image. You turn a number of creatures almost entirely anonymous and create a bunch of additional silhouettes to run around as well. This way lies madness. You have been warned.


    Winter Wonderland
    Evocation [Cold]
    Level: Drd 4, Sor/Wiz 6
    Components: S, V
    Casting Time: 1 Standard action
    Range: Mediium (100 ft. + 10 ft./level)
    Effect: Cold Temperature + Icy Structures
    Duration: Instantaneous + 1 round/level
    Saving Throw: Reflex Partial; see text
    Spell Resistance: No

    You freeze the water and air within the range of this spell, causing the temperature to drop and causing structures of ice to precipitate from ambient water vapor. This possesses two main effects within the range of this spell.

    Ice Structures: You create a wall of ice, with several exceptions. You may not use the wall for its hemisphere function but may split the ice plane function into multiple separate planes, so long as they total no more than 1 10-foot square/caster level. The thickness of each wall may not exceed 1 inch/caster level but multiple walls may be placed one in front of another.

    Most impressively, the individual planes created need not be walls or even perfect planes. Floors, ceilings, stairways, columns, and other architectural features can also be formed of ice, though each counts as at least a single 10-foot square towards the limitations of this spell. As normal, a creature adjacent to one or more planes may make Reflex saves to disrupt each of those planes (but not others). If an architecturally unsound structure would be placed over a creature, that creature must make a Reflex save or suffer 5d6 damage as it collapses. These structures are instantaneous and do not deal cold damage under any circumstances.

    Coolness: The temperature within the range of this spell drops to incredibly low degrees for 1 round/level, dealing 1d6 points of cold damage each round to each creature in the area (this area does not move with the caster). Further, all structures of snow and ice (including the ice sculptures this spell creates) are reinforced within this cold, gaining 5 temporary hit points at the start of each round (these temporary hit points do not stack with themselves.

    Wrath of the Heavens
    Evocation [Electricity]
    Level: CLr 9, Drd 9, Sor/Wiz 9
    Components: S, V
    Casting Time: 1 round
    Range: Long (400 ft. + 40 ft./level)
    Target: One creature
    Duration: Permanent (D)
    Saving Throw: None and Reflex half
    Spell Resistance Yes

    This powerful spell turns an creature into an enemy of the sky, making them such a perfect conduit for lightning that spells are redirected, nearby thunderstorms storms gravitate towards the target, and lightning strikes can manifest out of the empty sky to strike at the target. Creatures immune to electricity damage ignore this effect in its entirety and gaining such immunity suppressed it for the duration of the immunity.

    First, the subject is ill-equipped to avoid electricity, taking a -5 penalty to saves against spells and effects with the electricity descriptor and granting all attack rolls made to deliver such attacks against the subject a +5 circumstance bonus. These modifications are doubled while the subject wears metal armor.

    Secondly, targeted spells with the electricity descriptor targeting creatures within 30 feet of the subject instead target the subject. Even the charge of melee touch attacks can be streamed a distance in this way. If the spell had multiple targets, the subject only takes the place of the single nearest target. Likewise, spells with the electricity descriptor that affect an area that comes within 30 feet of the subject affects the subject as if it were in the area. Attack rolls and saving throws are still permitted and required as normal for the specific spell.

    Third, all normal storms (but not sandstorms or blizzards) within a 1-mile radius of the subject, if any, gravitate towards the subject at a rate of 10 feet/round. While within such a storm, a target is struck by a lightning bolt for every 1d4 x 10 minutes of exposure to the sky that they endure (this exposure need not be continuous), dealing 10d6 points of electricity damage (Reflex save against this Spell’s DC for half)

    Finally, the target is struck by a single such lightning bolt for every 1d4 hours of exposure to the sky in other conditions, functioning as mentioned above but dealing only 5d6 damage.

    Once in place, this spell can only be removed by Wish or Miracle.

    Notes:
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    For the electricity version of an “energy curse”, I decided to see what one of these abilities would look like as a 9th level spell. I think that it ends up working pretty well, even if it isn’t the sort of spell that most players would go around using.
    Last edited by Realms of Chaos; 2014-09-05 at 07:16 PM.
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    Default Re: Fixing Evocation: Over 100 spells

    Finally Done. Getting that up was a bit harder that I'd suspected.
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    Default Re: Fixing Evocation: Over 100 spells

    The Behavior Modification Therapy of shock therapy affects the caster rather than the target, but aside from that I seriously like these.
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    Default Re: Fixing Evocation: Over 100 spells

    These are generally pretty good. A few of them see possibly overpowered. Comments follow:

    If Absolute Zero would accidentally be case into an occupied square, it instead appears in the nearest unoccupied space within range, failing if there are no such squared.
    Case should be cast.

    Caster’s Insistence seems to be a little too powerful since it effectively means that say a level 40 character cannot counterspell a spell cast by a level 5 character. Why not instead make it so that it cannot be countered unless the one countering makes a caster level check with DC 20+ your caster level? (This would also help deal with the specific interaction noted between Caster's Insistence and Font of Power.)

    Entropic Phoenix Requiem is really neat. I really like this spell.

    I'm a little confused as to what Evoke Caster is supposed to do. Does it let them cast a spell they can already cast without taking up a slot or does it work for any spell they could possibly think of? More explanation is needed.

    Supercharge Arcana- I'm a little concerned about this one. It might make sense for something similar to what I mentioned for Caster's Insistence- maybe it automatically penetrates if its total hit die is less than 3*caster level?

    Twist Arcana is really fun. Even in a non-optimized game that could be extremely useful.
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    Default Re: Fixing Evocation: Over 100 spells

    Quote Originally Posted by Realms of Chaos View Post
    Hey there. Realms of Chaos here, giving you what will probably be one of my last pieces of homebrew for 3.5, a project that has been in the works for quite a while. A year or two ago, I produced a thread with a panoply of new evocation spells with the goal of “fixing” evocation. Since then, I have pretty must doubled the spells that I’ve produced. Below, you will find over 100 evocation spells, designed both to expand what evocation is capable of while giving it a more solid core of blasting. Hopefully, these additions should make Evocation not only palatable but actually "competitive" within most levels of optimization.
    Sorry to hear you will stop homebrewing. I admire your resolve in finishing large-scale projects, and it appears that this one will be your last. I assume I could use these spells as inspiration for my own homebrews, but I'd like to ask you first. I also took the time to comment all of the first batch of spells (Absolute Zero to Dissolve Evidence) in the spoiler below.
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    Absolute Zero: This one is problematic for two reasons. First, it is pretty much Implosion on steroids (Implosion itself being the only SoD spell that remains competitive at all in mid-epic, since Death Ward and Mind Blank are of no effect against it). Second, it lets evokers ignore not only most, but all ways that characters have to counter spellcasters. Combine it with a forcecage and a dead magic zone, and you can get anything dead regardless of level.

    Acidic Sheen & delayed version: Seem balanced.

    Alacritous Lightning: I'm more alarmed by the range than anything, but this does not that sorcerers/wizards get an additional 10d6 points of damage per round at high level.

    Alkahest: Powerful, but not game-breaking. Around the same power level as Acid Fog (another 6th-level spell).

    Alkahest Wave: Seems balanced.

    Battlemage's Retort: I don't see how 1d10 damage/2 levels can go up to 10d6, but aside from that, looks good.

    Black Light: I think this should probably be a 3rd-level spell, going with the assumption that the skills are useful and a boost to them leads to big results, but I'm not sure. Search is always useful to detect traps, survival becomes nigh-useless once all the NPCs have access to teleportation spells. What do you think?

    Blast Barrier: Balanced.

    Bornum's Town Wall: Who's Bornum? Aside from this, looks good.

    Break: Do animated objects receive a saving throw or do they count as "normal" objects? If the later, this is probably unbalanced since Animate Objects is a 6th-level spell and Break is a 3rd-level spell. If animated objects get a save, this is probably ok, even though their saving throws are scrappy.

    Brilliant Combustion: This should probably be blocked by higher level darkness spells (like Faerie Fire is). Also, I assume that concealment is negated as long as the creatures are on fire, not permanently or instantaneously, but that isn't mentioned.

    Caster's Insistence: A fun utility spell for sorcerers/wizards. Not much to comment.

    Caustic Solution: Well, I suppose some evil spellcaster may use this if he wants to kill every fish in the ocean, but I fear that such world-breaking power is a bit much for a 5th-level spell, especially given the duration. Also, I have no idea what "unsafe for drink" is supposed to mean.

    Cauterize/Solder: Looks good.

    Cleansing Heat: I assume this isn't intended, but normally, people who fail their save against a disease instantly suffer the effect of the disease. Does this apply here? Also, I think it'd be thematical if this spell dealt damage (maybe just non-lethal) to creatures with the Water subtype due to the evaporation it creates.

    Coercive Force: Does this work through planar barriers? What about divine barriers?

    Constellation of Force: I find this one especially cool and balanced.

    Cryofreeze: The mess of 1st and 3rd person pronouns leads to funny pieces of mechanics ("The target is incapable of observing your surroundings", as if he was capable in the first place, or as if your presence itself is what prevents him from seeing the world).

    Conductive Conduit: The name's a bit redundant, isn't it? Other than that, this spell makes me think of the scene in the Simpsons movie where Homer electrocutes all the fishes in a lake so he can fish them. I can't take this image out of my mind and analyze the spell seriously.

    Curtain of Shade: I find this spell somewhat similar to the Darklight spell from BoVD, which also creates a "wall" of darkness. However, Darklight is both better and worse that this spell since it fully blocks sight, but is only useful in an area that is already dark.

    Dazzling Misdirection: I'm not sure if this spell is good at doing what it's supposed to do. I think I'd need to playtest it first.

    Destroy: Basically a lower-level version of Break, but less broken. I'd be inclined to think that "destroy" is more emphatic than "break" and so a spell named after the first word should be more powerful than one named after the second. Aside from the name, the text of this spell is somewhat redundant since you mention twice that magic items get a save and artifacts are immune to the effect. The second of these two sentences says that magic items have a +4 bonus on their save, but the first sentence doesn't say any such thing, so you should probably work on some way to fuse the meaning of the two sentences.

    Discordant Ward: This spell has a very long duration, but realistically nobody would want to wait until the end of it (it'll be dismissed before that), unless the character works solo and doesn't care about environmental destruction (in which case the duration is too good, since a single spell slot can give the effect on the character for what virtually amounts to a full day). For this reason I suggest you drop the duration to 10 minutes/level or a mere 1 hour (independent on level). Other than that, this spell seems comparable to the ability of some creatures to destroy items by inflicting acid damage on them. Assuming there are ways to give energy resistance to an item (even though I know none), this is a balanced ability. Even if there are none, PCs are less likely to use an ability that destroys magic items than NPCs are, since these abilities destroy potential treasure. This spell raises quite a few dilemmas as part as adventuring goes.

    Dissolve Evidence: Cool! This is actually one of the most balanced and flavorful spells on the list. Mind Blank makes this spell useless against PCs and any NPC that the GM deems important, while allowing both PCs and NPCs alike to make any evidence of their wrondoings disappear. It is also a nigh-undetectable way to kill someone (especially if that person can't afford to get a Mind Blank).

    This completes the list. I'll take a look at the other spells at a later time.
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    Default Re: Fixing Evocation: Over 100 spells

    Quote Originally Posted by JoshuaZ View Post
    I'm a little confused as to what Evoke Caster is supposed to do. Does it let them cast a spell they can already cast without taking up a slot or does it work for any spell they could possibly think of? More explanation is needed.
    It lets someone else cast a spell, but it doesn't use up a spell slot for them.
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    Default Re: Fixing Evocation: Over 100 spells

    Quote Originally Posted by Milo v3 View Post
    It lets someone else cast a spell, but it doesn't use up a spell slot for them.
    That's what I think is what is intended: to be more explicit: they can cast a spell they already have access to if is prepared without the prepared spell going away or if spontaneous without the spell slot being used up. But the wording is sufficiently unclear that if that is what is intended it should be spelled out explicitly (and if it means something else then it really should be clarified).
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    Default Re: Fixing Evocation: Over 100 spells

    This is pretty sweet, all in all.

    Mind if I use that spell list for something?

    EDIT: You will be missed.
    Last edited by Amechra; 2014-09-07 at 04:38 AM.
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    Default Re: Fixing Evocation: Over 100 spells

    This is BEAUTIFUL. I wish all homebrews were executed so well. Bravo. I too will be sorry to see you go.

    Debby
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    Default Re: Fixing Evocation: Over 100 spells

    Hey there, Y'all.

    First things first, it seems that I've caused a bit of confusion so allow me to clarify that I have no plans of vanishing off of gitp or even off of this forum. What I'm just about done with is homebrewing for 3.5. With the existence of Pathfinder, 4e, and 5e (which seems to be taking off in this forum), I'm realizing that work for 3.5 seems a tad dated. I still have a couple of 3.5 projects that I'll eventually finish but I'll mostly be in pathfinder now.

    VERY Sorry for the the confusion I've caused.

    As for specific criticisms: I've fixed a whole bunch of small errors in the spells (cryofreeze no longer has traces of its original personal-range version, break and destroy have names switched, etc.)

    I've somewhat altered the wording of evoke caster, which should make it more comprehensible (a standard action that can only be used for spellcasting should make as much sense as a standard action that can only be used to attack. Nobody is realistically going to ask if that attack can be made with a weapon they don't have)

    I personally don't have too much of a problem with Caster's Insistence or Supercharge arcana because magic deals with a whole lot of absolutes. Freedom of Movement, a 4th level spell, stops epic-level beasts from grappling you. Mind Blank stops the scrying of even a level 40 caster. That sort of stuff.

    Absolute Zero may have the potential to do bad things but I think that it's being blown a bit out of proportion a bit. Teleportation still lets you escape the black hole and unless you can get down an absolute zero effect and then a dead magic effect and then a forcecage effect in one round, escape remains possible.

    Hell, even if you do put down everything possible, it becomes a Reflex save or die each round for 1 round/level for the cost of 3 high-level spells sprinkled down with some cheese.

    Black Light was made as a rough equivalent to the 1st level Jump spell, giving halfed bonuses to two skills at one spell level higher. Considering that the duration doesn't last long enough to track foes a considerable distance, I personally think it's fair unless the argument for a raised spell level could be expanded upon.

    Break (now Destroy) lets animated objects make a Fortitude save

    Caustic Solution certainly deals good damage over time on the few occassions you can use it but I'm not quite certain how it would really break things. You can say that it you can use it on aquatic creatures in lakes and just run away while they die but in truth, a lake of even 40 x 40 x 10 feet (too small for even a single aboleth to live there comfortably) would have 20,000 square feet of water, probably more than you could effectively alter. Also, unsafe to drink has been replaced with unpotable.

    Cleansing Heat does not hurt those suffering from poison/disease but does hurt aquatic creatures as recommended.

    Coercive Force no longer reaches across planes of existence.

    Discordant Ward lasts for 10 minutes/level

    Edit: Amechra, you're free to use the list.
    Last edited by Realms of Chaos; 2014-09-07 at 09:43 AM.
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    Default Re: Fixing Evocation: Over 100 spells

    Thanks!

    I am glad to hear about your non-departure.
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    Default Re: Fixing Evocation: Over 100 spells

    Whew, good to hear that you'll still be homebrewing. I'm also switching (albeit slowly) to Pathfinder though I'll probably still homebrew 3.5 for a while. I'm having a tough time switching over.

    The Caustic Solution is a bit bloated and could use a good edit. Might I suggest the following:

    You instill a body of water with the corrosive properties of acid. Creatures take 1d4 points of acid damage each round they are in contact with the acid and 5d6 points of damage per round spent submerged within the mixture. If there is more water than acid than the spell can affect (but less than double), the water is rendered non-potable but provides no other benefits. Larger quantities of water mixed with the affected water produce normal water, albeit with a horrid taste.

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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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