• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

(Arcana Unearthed/Evolved) Some New Energy Spells feedback please!

Merlion

First Post
Ok another of the major NPC badguys I am working on for the game I hope to run is a female magister who I am doing up as an "Energist". She has all 5 Energy Mage feats, etc. But I wanted some new and interesting energy spells for her.





Lightning Hammer
Evocation (Electricity)
Level: 5 (Complex)
Casting Time: Standard Action
Range: Medium (100 feet +10 feet/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

This spell evokes a large hammer of lightning and hurls it towards a foe. You must make a ranged touch attack to hit. If you succeed the target takes 1d6 electricity damage per caster level (max 15d6), and must make a Fort save or be knocked prone and stunned for 1 round.
Diminished Effect: The hammer deals 1d4 damage/level (max 10d4) and the target must make a Fort save or be dazed for 1 round, rather than stunned, and there is no knocking prone effect.
Heightened Effects: The target is automatically knocked prone by the spell, and if he fails his Fort save, he is stunned for 1 round, then dazed for 1 round.


Energy Wrack
Evocation (Acid, Cold, Electricity, Fire, Sonic)
Level: 8 (Complex)
Casting Time: Standard Action
Range: Medium (100 feet +10 feet/level)
Target: 1 creature
Duration: 5 rounds
Saving Throw: Reflex Negates
Spell Resistance: Yes

You fire a beam of coruscating light at a creature. The target may attempt a Reflex save to avoid the beam; if successful, the spell fails. If the target fails his save he immediately takes 5d4 points of sonic damage. The next round he takes 5d6 points of acid damage, 5d8 points of electricity damage in the third round, 5d10 points of cold damage in the fourth and finally 5d12 points of fire damage in the last round.
Diminished Effect: The spell deals 5d6 points of damage of each energy type, and the target may attempt a Fort save each round to reduce the damage by half.
Heightened Effect: The target receives no save.



Energy Orb Swarm
Evocation (Any Energy)
Level: 6 (Complex)
Casting Time: Standard Action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

With this spell you create a number of orbs of energy of you choice (acid, cold, electricity, fire, sonic) which float all around you. All of the orbs must be of the same energy type. All together, the orbs deal 1d6 points of damage per caster level (max 20d6) divided as you choose among as many orbs as you choose (maximum 5 orbs).
As a move action you may hurl an orb at a target. As a standard action, you may hurl three orbs, and up to five orbs as a full round action. This is a ranged touch attack with Medium range. Spell resistance applies against the orb. If you succeed the target takes the orb’s damage, and the orb is destroyed.
For each orb you have in existence at any given time, you gain resistance 5 to the orb’s energy type.
Diminished Effect: The maximum damage is 15d6, and the orbs each grant energy resistance 3.
Heightened Effect: The maximum damage is 25d6 and you may have up to 10 orbs.


Inferno Ray
Evocation (Fire)
Level: 7 (Complex)
Casting Time: Standard Action
Range: Medium (100 feet +10 feet/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

This spell projects a beam of incredibly intense flame at a single target. You must succeed at a ranged touch attack to hit. The ray deals 1d8 points of fire damage per caster level (max 25d8) . Additionally, the target must make a Fort save or be blinded for 1d3 rounds by the intense flames.
Diminished Effects: The ray deals 1d6 fire damage per level (max 20d6) and the target must save or be blinded for 1 round.
Heightened Effect: Once damage has been dealt the target must make a Reflex save on the next round or continue to burn taking half the initial rolled damage.



Freezing Blast
Evocation (Cold)
Level: 3 (Complex)
Range: Close (25 feet +5 feet 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

You project a beam of intense cold towards a target. The subject takes 5d4 points of Cold damage and must make a successful Fort save or be frozen solid for 5 rounds. The application of at least 10 points of fire damage will free the subject.
Diminished Effect: The target is slowed for 1 round rather than frozen.
Heightened Effects: The damage is 5d6, and the target is frozen for 1 round per caster level.
 
Last edited:

log in or register to remove this ad


Voidrunner's Codex

Remove ads

Top