Showing posts with label Evocation. Show all posts
Showing posts with label Evocation. Show all posts

Monday, January 3, 2011

Campaign Design - Spells: Brega's Shockwave

Brega's Shockwave (adapted from Hammer & Helm: A Guidebook to Dwarves; originally Bornhaln's Shockwave)
Evocation [Force]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 10-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: No (see text)
Spell Resistance: Yes

A powerful shockwave radiates outward from you, blasting all in the area of effect for 1d6 points of damage per 2 caster levels (maximum 10d6). In addition, the spell pushes creatures of Large or smaller size 5 feet back. Affected creatures may make a Fortitude saving throw to resist being pushed back. This spell damages objects as well as creatures, and unattended objects are likewise pushed away.

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Campaign Design - Spells: Hlín's Tiny Hut

Hlín's Tiny Hut (from the Player's Handbook; originally Leomund's Tiny Hut)
Evocation [Force]

Level: Bard 3, Home 2, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 20 feet
Target, Effect, or Area: 20-foot-radius sphere centered on your location
Duration: 2 hours per caster level (D)
Saving Throw: None
Spell Resistance: No

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° Fahrenheit if the exterior temperature is between 0° Fahrenheit and 100° Fahrenheit. An exterior temperature below 0° Fahrenheit or above 100° Fahrenheit lowers or raises the interior temperature on a 1-degree-for-1-degree basis. The hut also provides protection against the elements such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

Material component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.

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Sunday, January 2, 2011

Campaign Design - Spells: Hall of Fire

Hall of Fire (found in Spells & Spellcraft)
Evocation [Fire]

Level: Druid/Spirit Shaman 6, Sorcerer/Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Opaque corridor of flame, 10 feet wide by 10 feet tall, with a length of 5 feet per caster level
Duration: Concentration + 1 round per caster level
Saving Throw: See text
Spell Resistance: Yes

By means of this spell, you create an immobile corridor of flame. The corridor is 10 feet wide and 10 feet tall. It is 5 feet long per level of the caster. The corridor may turn up to twice, and neither turn may exceed 90 degrees. The flames are opaque, blocking sight both from within and without.

The interior of the corridor is unaffected by the heat of the flames. Creatures can travel its length without harm. The exterior of the corridor radiates deadly heat. Creatures within 10 feet suffer 2d4 points of fire damage per round. Those within 20 feet suffer 1d4 points of fire damage per round. Any creature attempting to pass through the walls of the corridor suffers 2d6 points of fire damage plus one point per level of the caster. Undead suffer twice as much damage from a hall of fire. Attempting to catch a moving creature within a hall of fire is difficult. A successful Reflex save enables a creature to avoid being struck by the hall.

Arcane material component: A small piece of phosphorous and a straight length of wood.

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Campaign Design - Spells: Radiate

Radiate (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 20-foot-radius-spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a ball of radioactive Black Flame energy that can be hurled at opponents, dealing 1d10 points of radiation damage per caster level (maximum 20d10) to all creatures in a 20-foot-radius area. Unattended objects also take this damage and get no save against this effect.

The ball of radioactive energy appears in the palm of your hand and you throw it, determining the range and height at the time of the throw. The blue-green ball then races out to the desired target location and explodes in a brilliant green-purple explosion, causing damage to everything within the area. if the ball collides with a physical barrier before it reaches its destination, the ball explodes prematurely, causing damage to the object struck and everything else within its 20-foot-radius explosion. Outsiders caught in the explosion take double damage from the blast.

Material component: A small shard of adamantine that is destroyed during casting.

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Campaign Design - Spells: Crown of Glory

Crown of Glory (from the Book of Exalted Deeds)
Evocation [Good]

Level: Glory 8, Herald 8
Components: V, S, M/DF
Casting Time: 1 full round
Range: 10 feet per caster level
Target, Effect, or Area: 10-foot per caster level radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell temporarily bestows the aura of celestial authority upon you, inspiring awe in all lesser creatures who behold your terrible perfection and righteousness. Creatures with fewer than 8 levels or Hit Dice cease whatever they are doing and turn to face you. When you speak, your words are treated as a suggestion spell, and the listeners telepathically understand you, even if they do not understand your language.

Creatures who make successful saving throws are not awed by you and can continue their actions normally. Creatures with more than 8 Hit Dice are immune to the effect of this spell.

Material component: An opal worth at least 200 shillings, carried on your person. The opal shatters upon the completion of the spell. If it is shattered prematurely, the spell ends.

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Campaign Design - Spells: Crown of Flame

Crown of Flame (from the Book of Exalted Deeds)
Evocation [Good]

Level: Cleric/Favored Soul 5, Exalted Arcanist 5, Glory 5
Components: V, Archon
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: 10-foot-radius emanation, centered on you
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes

You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fæy within 10 feet of you. Affected creatures take 2d6 points of damage per round.

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Campaign Design - Spells: Produce Radiation

Produce Radiation (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Radiation in your palm
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You are able to harness and create balls of Black Flame radiation in your hand. The dim light given off by the radiation illuminates an area of up to 10 feet, and does not harm you, your open hand, or your equipment.

You can strike opponents with a melee touch attack, dealing 1d4 radiation damage plus 1 point per two caster levels (maximum +10). You can also hurl the radiation up to 120 feet as a thrown weapon. When doing this, you must make a ranged touch attack with no range penalty and deal the same damage as with the melee attack. If the duration permits, the radiation reappears in you hand after it is hurled.

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Campaign Design - Spells: Belial's Torments

Belial's Torments (adapted from Relics & Rituals; originally Chardun's Torments)
Evocation [Evil]

Level: Cleric/Favored Soul 3, Domination 3, Evil 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: 1 round per caster level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Unless the target succeeds in a Fortitude saving throw, Belial's torments inflicts 1d6 points of nonlethal damage per round for the spell's full duration (maximum duration 10 rounds) and imposes a -2 morale penalty to the target's attack rolls, saving throws, and skill checks for the duration of the spell. Additionally, the caster and his allies receive a +4 circumstance bonus to any skill checks made to interrogate or coerce victims subjected to this spell's effects.

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Campaign Design - Spells: Darmas' Hammer

Darmas' Hammer (adapted from the Complete Guide to Drow; originally Chaos Hammer)
Evocation [Force]

Level: Combat 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Rampaging warhammer of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a horrific spiked hammer of pure force that embarks on a bloody rampage under the control of no one but Darmas himself. The hammer, made of dull red force energy, materializes beside the caster and then immediately begins its rampage.

The hammer targets the nearest enemy, and cannot in any way be directed by the caster. It attacks as if it were a +5 warhammer with an 18 Strength and the same base attack bonus as a fighter of the caster's level (including multiple attacks, if applicable). It has the feats Power Attack, Cleave, and Great Cleave. Discretion on using Power Attack is the only control the caster has over the hammer. For purposes of overcoming damage reduction, the hammer is lawful, magic, and evil.

On the first round, Darmas' hammer devotes all of its attacks at the first target, cleaving into nearby enemies if applicable. If the first target is killed, it attacks another randomly determined enemy within 120 feet. On subsequent attacks, it continues to change targets randomly each round until the duration ends or there are no more enemies. If two rounds pass with no enemies, it blinks out of existence.

The warhammer has a mind of its own and cannot be directed by the caster. It always attacks enemies, but does so from the perspective of Darmas. A charmed ally may be attacked by the hammer, and "allies" who have fought against Darmas in the past may also find themselves attacked. A caster who has betrayed Darmas will find himself attacked by the warhammer, as will any non-worshippers who debase this spell by casting it while not an adherent of Darmas.

No concentration is required for the weapon to continue fighting. In all other respects this spell is like spiritual weapon.

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Campaign Design - Spells: Crown of Brilliance

Crown of Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]

Level: Cleric/Favored Soul 6
Components: V, S, M, Archon
Casting Time: 1 full round
Range: 20 feet
Target, Effect, or Area: 20-foot-radius emanation, centered on you
Duration: 1 round per caster level
Saving Throw: Fortitude partial
Spell Resistance: Yes

A blazing crown of golden light surrounds your head. Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. Creatures that successfully save, and creatures that have recovered from blindness are still dazzled as long as they remain in melee with you.

Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell. Creatures that fail their saving throws must move outside the area. Undead within the area take 1d6 points of damage each round they remain in the area.

Material component: An opal worth at least 100 shillings, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.

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Campaign Design - Spells: Dessicate

Dessicate (from Spells & Spellcraft)
Evocation [Air]

Level: Air 3, Sorcerer/Wizard 3, Thirst 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 30-foot radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell removes moisture from all inanimate objects in the area of effect. Wooden objects in the area become dry and brittle, possibly crushing themselves under their own weight. Food becomes stale and hard, though still edible. In the case of fruits, this could actually increase the amount of time they remain edible. Puddles and small pools of water dry out. Canteens and waterskins are emptied of liquid. Affected items worn by creatures and all magical items receive saving throws to avoid the effects of the object. Failure causes 3d6 points of damage to the object.

Arcane material component: A handful of dry earth.

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Campaign Design - Spells: Threatening Weapon

Threatening Weapon (found in the Book of Eldritch Might II)
Evocation [Force]

Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: A magical weapon of force
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

A melee weapon made of pure force springs into existence an attacks opponents when they provoke attacks of opportunity, dealing 1d8 points of damage per hit with a critical threat range of 19-20/x2. The weapon takes the shape of any Medium-size simple or martial weapon you desire. it is visible and takes up a 5-foot-square area, like a edium creature. it uses your base attack bonus as its base attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures.

The weapon threatens the 5-foot area around it and makes attacks of opportunity against any within this area that provoke them, even you or your allies. The weapon can make 1 attack of opportunity per caster level per round, but otherwise takes no actions. If in position where it is flanking an opponent with another combatant, it provides a flanking bonus for the other attacker and gets one itself if it has the the opportunity to strike. Your feats, such as Weapon Focus, or combat actions, such as charge, fo not affect the weapon. If the weapon goes beyond the spell range, if it leaves your sight, or if you are rendered help[less, it returns to you and hovers.

Each round after the first, you can use a standard action to move the position of the weapon to threaten a new area anywhere within range. If you do not, the weapon remains where it is. The threatening weapon cannot be attacked or damaged.

If an attacked creature has spell resistance, check for resistance the first time the threatening weapon strikes it. If the creature successfully resist the weapon, it dispels the spell. if not, the weapon retains its normal full effect for the duration of the spell.

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Campaign Design - Spells: Axe of Darmas

Axe of Darmas (adapted from the Complete Guide to Drow; originally Axe of Gamakh)
Evocation [Force]

Level: Combat 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Magical axe of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

By means of this spell, a magic axe of great power comes into being. The axe of Darmas is a magic waraxe with a +5 enchantment bonus. For purposes of overcoming damage reduxction, it is considered lawful, magic, and evil. It is completel weightless. The axe deals 2d12 points of damage on a successful strike against an opponent plus two points of damage per caster level (maximum +40). If the opponent is undead or an outsider, all damage is tripled.

The axe of Darmas cannot be given to another creature, and fades from existance if you are ever diarmed or knocked unconscious.

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Campaign Design - Spells: Floor of Fire

Floor of Fire (found in Spells & Spellcraft)
Evocation [Fire]

Level: Druid/Spirit Shaman 4, Sorcerer/Wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Horizontal sheet of flames with a radius of 10 feet + 5 feet per 2 caster levels
Duration: 1 round per caster level
Saving Throw: Fortitude half
Spell Resistance: Yes

You create an immobile, horizontal sheet of flame that burns two inches above the ground. The flames themselves are one foot high. The flames created are quite hot, but not as damaging as a wall of fire. They inflict 1d6 + 1 points of fire damage per round to any creature within the area of effect. Those within 10 feet of the sheet of flame, but not within it, suffer 1d3 points of damage per round. These flames are particularly damaging to undead, dealing twice as much damage to such creatures.

Arcane material component: A vial of alchemist's fire.

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Campaign Design - Spells: Brittle

Brittle (from School of Evocation)
Evocation [Acid]

Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: Permanent
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

Upon casting this spell, a targeted object is instantly subjected to a fast-acting acid vapor that makes the object brittle. The hardness of the targeted object is reduced by 1d3 points per caster level (maximum 10d3). This spell does not affect the object's actual hit points and an object reduced to a hardness of 0 is not destroyed.

Alternatively, this spell may be applied to reduce the Break check DC of an object. When used in this manner, the DC of the Break check is reduced by 1d4 per caster level (maximum 10d4). Again, the object is not destroyed even if the Break check DC is reduced to 0.

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Campaign Design - Spells: Energy Bubbles

Energy Bubbles (from Færies)
Evocation [See text]

Level: Bard 5, Cleric/Favored Soul 6, Fæy 6, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cone
Duration: See text
Saving Throw: Reflex half (see text)
Spell Resistance: You

You make a circle with your index finger and thumb wrapped around the silver ring. Blowing through the circle generates a flurry of what look like ordinary soap bubbles streaming away from you, filling a cone=shaped area. The bubbles slowly float around in the area of effect until they fill the area of effect out to its effective range and cannot be burst before then.

Unless physically disturbed, the bubbles can last up to a number of rounds equal to half your caster level. Creatures in the area may attempt a Reflex saving throw to avoid the bubbles and not burst them. When the caster desires or when the bubbles are disturbed, all the bubbles burst in a cascade effect and they collectively inflict 1d4 points per caster level of energy damage (maximum 15d4). You specify the energy type when you cast the spell.

Material component: A thin silver ring about one inch in diameter worth 5 pennies.

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Campaign Design - Spells: Dawnspear

Dawnspear (from Spells & Spellcraft)
Evocation [Fire]

Level: Cleric/Favored Soul 6
Components: V, S, M, DF
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One flaming spear
Duration: 1 minute per caster level (D)
Saving Throw: See text
Spell Resistance: Yes

With this spell, the caster creates a seven-foot-long spear made of dazzling sunlight. The dawnspear has identical properties to a +1 flaming shortspear, except as noted, causing an additional 1d6 points of fire damage to any creature it strikes. Any creature struck by the dawnspear must also make a Reflex save to avoid being set ablaze (see the Dungeon Master's Guide, page 303).

Undead are especially vulnerable to the dawnspear. Any undead within 5 feet of the spear must make a Fortitude save or be blinded for 2d4 rounds. Undead struck by the dawnspear suffer an additional 5d6 points of fire damage instead of the normal 1d6.

Material component: A miniature golden spear at least seven inches long and valued at 50 shillings or more.

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Campaign Design - Spells: Constricting Chains

Constricting Chains (adapted from the Book of Exalted Deeds)
Evocation [Good]

Level: Sanctified 7
Components: V, S, F, Sacrifice
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

You call upon the heavenly powers to bind a creature in writhing chains of scintillating light. The creature is entangled, taking a -2 penalty on attack rolls and a -4 penalty to effective Dexterity. Moreover, the chains are anchored to the nearest immobile object - usually the floor - preventing the bound creature from moving. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell.

The chains automatically construct the bound creature for 3d6 points of nonlethal damage per round unless the caster, as a free action, commands the chain not to deal damage during any given round.

The constricting chains have Armor Class 20, 5 hit points per caster level (maximum 100 hit points), and damage reduction 10/+1. They are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic, and similar effects. They are not subject to critical hits. Half of all damage dealt to the chains (rounded down) is transferred to the target.

A successful DC 32 Strength check breaks the chains and ends the spell. An entangled creature ca also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.

Sacrifice: 1d6 points of Strength drain.

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Campaign Design - Spells: Lightning Strike

Lightning Strike (from Nyambe: African Adventures)
Evocation [Electricity]

Level: Lightning 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cylinder 10-foot radius, 40 feet high
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A lightning strike produces a vertical column of divine blue lightning roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half of the damage is electrical damage, but the rest results directly drom divine power and is therefore not subject to being reduced by protection from elements (electricity) or similar magic.

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Campaign Design - Spells: Acid Deluge

Acid Deluge (from School of Evocation)
Evocation (Acid)

Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

A large wave of acid rushes forth from the caster's hands dealing 1d6 points of acid damage per level to the target (maximum 20d6). In addition to the acid damage, the rushing wave is treated as a bull rush attempt with a +16 bonus on the Strength check (+10 for Strength, +4 for Large size, and a +2 charging bonus, which the wave always gets). The wave always moves with the opponent to push it back the full distance alowed, and it has no speed limit. If the target is pushed against a wall or other solid surface, it suffers and additional (1d6 + 10) points of bludgeoning damage.

Material component: An ounce of salt water.

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