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Added Ice Wall, Mislead and Phantoms of Desception, organised Evocation by level
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(Added Ice Wall, Mislead and Phantoms of Desception, organised Evocation by level)
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==Evocation==
==Evocation==
==== ''Burning Bolt'' ====
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
==== ''Scorching Ray'' ====
School: Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.
==== ''Energy Blast'' ====
Spell level: sorcerer/wizard 3
Innate level: 3
School: evocation
Components: verbal, somatic
Range: long (40 meters)
Area of effect: single
Duration: instant
Save: reflex 1/2
Spell resistance: yes
Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid.
==== ''Ice Burst'' ====
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes
A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.


==== ''Acid Orb'' ====
==== ''Acid Orb'' ====
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  The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.
  The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dealing 1d6 fire damage over time to the target for 1d2 rounds on a failed save.
==== ''Acid Storm'' ====
Caster Level(s): Sorc/Wiz 6
Innate Level: 6
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: None
Save: Reflex 1/2
Spell Resistance: Yes
The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
==== ''Burning Bolt'' ====
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
==== ''Energy Blast'' ====
Spell level: sorcerer/wizard 3
Innate level: 3
School: evocation
Components: verbal, somatic
Range: long (40 meters)
Area of effect: single
Duration: instant
Save: reflex 1/2
Spell resistance: yes
Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid.


==== ''Frost Blast'' ====
==== ''Frost Blast'' ====
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  Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.
  Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.


==== ''Ice Burst'' ====
==== ''Wall of Ice'' ====
  Caster Level(s): Wizard / Sorcerer 3
  Caster Level(s): Druid 5, Wizard / Sorcerer 4
  Innate Level: 3
  Innate Level: 4
  School: Evocation
  School: Evocation
  Descriptor(s): Cold
  Descriptor(s): Cold
  Component(s): Verbal, Somatic
  Component(s): Verbal, Somatic
  Range: Medium
  Range: Medium
  Area of Effect / Target: Colossal
  Area of Effect / Target: Wall 30 ft Long
  Duration: Instant
  Duration: 1 Round / 2 Levels
  Additional Counter Spells:
  Additional Counter Spells:
  Save: Reflex half
  Save: Reflex 1/2, Fortitude negates Slow
  Spell Resistance: Yes
  Spell Resistance: Yes
A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.


==== ''Scorching Ray'' ====
This spell creates a curtain of ice that deals 4d4 points of cold damage to any creature that attempts to pass through it. All creatures in the area of effect are frozen (slowed) if failing a fortitude save.
  School: Evocation [Fire]
* '''SF Evocation:''' Duration doubles
  Level: Sor/Wiz 2
* '''GSF Evocation:''' Duration doubles
  Components: V, S
 
  Casting Time: 1 standard action
==== ''Acid Storm'' ====
  Range: Close (25 ft. + 5 ft./2 levels)
  Caster Level(s): Sorc/Wiz 6
  Effect: One or more rays
  Innate Level: 6
  Duration: Instantaneous
School: Evocation
  Saving Throw: None
  Descriptor(s): Acid
  Spell Resistance: Yes
  Component(s): Verbal, Somatic
  Range: Medium
  Area of Effect / Target: Huge
  Duration: Instant
  Additional Counter Spells: None
Save: Reflex 1/2
  Spell Resistance: Yes  
   
   
  You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 4d6 points of fire damage.
  The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)


==Illusion==
==Illusion==
==== ''Mislead'' ====
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / 2 Levels
Save: Harmless
Spell Resistance: None
The target creature becomes invisible and a Mirror Image of the target is created at the target's location.
* '''GSF Illusion:''' Duration doubles.
* '''SF Transmutation:''' Your movement speed increases by 20% for a single round.
* '''GSF Transmutation:''' Your movement speed increases by 30% for 3 rounds.
==== ''Phantoms of Deception'' ====
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: Yes (Darkness)
The target creature becomes invisible and a Mirror Image of the target is created at the target's location. Darkness surrounds the target for 2 rounds, and an additional Mirror Image of the target is created in the shroud's radius.
* '''SF Illusion:''' Another Mirror Image instance appears.
* '''GSF Illusion:''' Duration doubles.
* '''SF Transmutation:''' Your movement speed increases by 25% for 2 rounds.
* '''GSF Transmutation:''' Your movement speed increases by 50% for 4 rounds.
* '''GSF Necromancy:''' Applies you and a the Mirror Image a Damage Shield - Negative, 1d4 damage + 1 additional damage per 2 levels


==Necromancy==
==Necromancy==
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