Patlin
Explorer
I'm not playing an arcane caster in LEW at the moment, but thought a little variety would be nice for such characters. I know I'd certainly miss complete arcane and complete adventurer if I were to port my Arcane Trickster into LEW. Keep in mind in balancing these spells the effectiveness they would have in the hands of a character with the sneak attack ability -- either a multiclass character or a rogue with use magic device.
Rays of Precise Force
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: One or more rays
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes
This spell enshrouds the casters hand in a nimbus of force. As a standard action, the caster can cause the nimbus to shoot out a very weak but extremely accurate ray of force, which strikes as a ranged touch attack and deals one point of damge to any target it hits. Attack rolls made with rays of precise force recieve a bonus to of 2 points +1 per 2 caster levels, to a maximum of +10 at level 16 or higher. The nimbus dissipates once one ray per caster level has been used, or as soon as the caster stops concentrating on the spell.
Ball of Thunder and Lightning
Conjuration [Sonic][Electric]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Orb of Energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
This spell conjures a burst of energy which flies at the caster's target, striking as a ranged touch attack. If it hits, it does d3 points of sonic damage and d3 points of electric damage, plus an additional d3 points per 2 levels after 1st, to a maximum of 5d3 electric and 5d3 sonic at 9th level.
Disturb Equilibrium
Enchantment (Compulsion) [Mind Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Targets: One or more creatures, no two of which may be more than 30' apart
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: Yes
The subject becomes dizzy, losing its dexterity bonus to AC and taking a -10 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.
Rays of Precise Force
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: One or more rays
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes
This spell enshrouds the casters hand in a nimbus of force. As a standard action, the caster can cause the nimbus to shoot out a very weak but extremely accurate ray of force, which strikes as a ranged touch attack and deals one point of damge to any target it hits. Attack rolls made with rays of precise force recieve a bonus to of 2 points +1 per 2 caster levels, to a maximum of +10 at level 16 or higher. The nimbus dissipates once one ray per caster level has been used, or as soon as the caster stops concentrating on the spell.
Ball of Thunder and Lightning
Conjuration [Sonic][Electric]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Orb of Energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
This spell conjures a burst of energy which flies at the caster's target, striking as a ranged touch attack. If it hits, it does d3 points of sonic damage and d3 points of electric damage, plus an additional d3 points per 2 levels after 1st, to a maximum of 5d3 electric and 5d3 sonic at 9th level.
Disturb Equilibrium
Enchantment (Compulsion) [Mind Affecting]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Targets: One or more creatures, no two of which may be more than 30' apart
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: Yes
The subject becomes dizzy, losing its dexterity bonus to AC and taking a -10 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.
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