Sunday, June 6, 2010

Infinite Potential

(The list is a character related post about my current wizard Arik'thain. Below is a list of spell ideas I have for him.)

Create Hazard
Conjuration -creation-
Level - 1 wizard -
Component - V S M -
Range - Close 25' + 5' per 2 levels
Area - 1 five foot square per level
Casting Time - 1 standard action
Duration - 1 minute per level
Saving throw - none
Spell Resistance - none
- The spell creates an area of rocky terrain near the caster. The wizard can choose to create an area of 1 five foot square per level (10 squares maximum). The terrain must be one area, so the squares must be adjacent to one another, though they can be arranged as desired. The area is considered difficult terrain. Since it is a creation spell, the rocks are considered non magical natural occurring terrain, and thus can be overcome with certain class features and creature abilities. -The material component of this spell is a handful of small stones-

Summoned Detonation
Evocation
Level - 2 wizard -
Component -VS-
Range - Close - 25' + 5' per 2 levels.
Area - 1 summoned creature within range
Casting Time - 1 standard action
Duration - 1 round/level until detonation
Saving Throw - Will negates/harmless and special
Spell Resistance - Yes / harmless and special
- This spell creates a latent energy in one designated summoned creature. The creature need not be summoned by the caster. If the creature is one not summoned by the caster, it is allowed a saving throw to resist the effects. If the creature is reduced to zero hit points, it explodes, doing energy damage to the creature that destroyed it. The energy damage type is based on the summoned creatures highest resistance, if there are multiple, the type is chosen by the caster when the spell is cast. This spell does not work if cast on a creature without energy resistance. Once the target is destroyed, the explosion does 2d8 points of energy damage to the attacking creature, this damage increases by d8 every 3 levels after third, maxing out at 5d8 damage at caster level 12. The attacking creature is allowed a reflex save to take half damage. Only an attacking creature adjacent to the dying summoned creature is applicable. -

Fire Scar
Conjuration - Summons -
Level - 3 wizard -
Component - VSM -
Range - Medium 100' + 10' per level
Area - a ten foot radius centered on the scar.
Effect - Creates a flaming tear in space.
Casting time - 1 standard action
Duration - 1 round per level (D)
Saving Throw - none
Spell Resistance - None
-This spell creates a rip in space that is connected to the elemental plane of fire. The scar is visible, and can be targeted by a dispel magic or similar effect. The scar does no damage on its own, however, it bolsters all magical fire effects within ten feet of it. Any magical fire spell or effect does an extra one point of damage per die, regardless of who casts it, so long as the effect remains within the radius of the scar. Thus a fireball would have the damage enhanced only on the targets within ten feet of the scar, those outside the radius would take the normal unmodified damage. Creatures that do magical fire damage from a touch or similar effect(such as fire elementals) have the die increased by one size. If the damage done by the creature is not represented by a die (such as a straight modifier) add d4 points of fire damage to the attack. Again, this extra damage only applys while the creature is within the scars radius. - The material component for this spell is a small piece of brass. -

Summon Power
Conjuration -Summoning-
Level - 4 wizard -
Component - VSF -
Range - Personal -
Effect - Draws on raw planar power
Casting Time - ten minutes
Duration - 1 hour per level
Saving Throw - None
Spell Resistance - Yes/Harmless
-This spell allows the caster to draw in the very powers that define a plane, and bolster himself with that energy. The wizard chooses a plane as he finishes the spell, and the effects and aftereffects are dependent on his choices. plane who's alignment differs from his own grants him negative level while the spell is in effect, if it differs in two elements, he gets two negative levels while the spell is in effect. The negative levels disappear when the spells duration wears off. The effects the wearer gets are as follows and are dependent on the planes alignment.
Good - The caster gains 1 temporary hp/lvl. 2 if his alignment matches.
Evil - Increase caster level for 1 spell, 3 spells if the align. match
Neutral - +1 Morale bonus on saving throws. +2 if align matches.
Chaos - Reroll one die on variable effect on spells. 2 die if alignment matches (have to reroll)
Law - Average the variable effects on 1 spell/ 3 spells if the align. match.
-At the end of the spells duration the caster takes 5d6 points of damage as the energy leaves his body. If both alignments match on the caster, this damage is instead non lethal damage. - If a spell is cast upon the caster that would banish or dismiss an outsider, this spell is immediately disrupted, and the caster is stunned one round, he does not however suffer from the duration ending. -The focus for this spell is a small iron bar, tuned to the desired plane.
((yes I borrowed the idea for this spell from Warhammer Fantasy))

(Thats all I got for now, i'll have more soon))

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