shivamuffin
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Ritterschreck
Evocation
Level: sor/wiz 9
Components: v, s
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Effects: destruction of 1 metal target
Duration: inst.
Saving Throw: Reflex save to negate
Spell Resistance: no
Developed by Olaf Der Ritterschreck, a powerful warmage that specialized in anti armor spells.
Ritterschreck simply detonates one metal target of the casters choosing. The target can weigh no more than 150 lbs, and may be of any non magical metal. The spell begins as a streak of blue flame that originates from the casters left pinky finger. Once the object is struck, it will shatter, causing 1 point of damage per pound of the item struck, with an area of effect of 50ft. This spell will not affect contructs or outsiders.
Electrify Metal
Transmutation ( electricity )
Level: sor/wiz 3
components: v, s, Casting Time: 1 action
range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster
Saving Throw: will negate
Spell Resistance: yes ( object )
This spell will electrify one metal object chosen by the caster. The object can not be more than 2000lbs. Initial damage is unavoidable, and will result in d6 per level of the caster, maximum damage is 10d6. On the following rounds of the spells duration, victims ( those touching the affected metal object ) must make a Fort Save( DC 10 + caster level ) to break free of the electrified object, failure of the save will result in another round of electrical damage. This spell will not harm constructs, the undead or outsiders.
Material components: cup of water and a piece of wood from a tree that has been struck by lightning
Evocation
Level: sor/wiz 9
Components: v, s
Casting Time: 1 action
Range: long ( 400ft + 40ft/level )
Effects: destruction of 1 metal target
Duration: inst.
Saving Throw: Reflex save to negate
Spell Resistance: no
Developed by Olaf Der Ritterschreck, a powerful warmage that specialized in anti armor spells.
Ritterschreck simply detonates one metal target of the casters choosing. The target can weigh no more than 150 lbs, and may be of any non magical metal. The spell begins as a streak of blue flame that originates from the casters left pinky finger. Once the object is struck, it will shatter, causing 1 point of damage per pound of the item struck, with an area of effect of 50ft. This spell will not affect contructs or outsiders.
Electrify Metal
Transmutation ( electricity )
Level: sor/wiz 3
components: v, s, Casting Time: 1 action
range: close ( 25ft +5ft / 2 levels )
Target: one metal object
Duration: 1 round per level of caster
Saving Throw: will negate
Spell Resistance: yes ( object )
This spell will electrify one metal object chosen by the caster. The object can not be more than 2000lbs. Initial damage is unavoidable, and will result in d6 per level of the caster, maximum damage is 10d6. On the following rounds of the spells duration, victims ( those touching the affected metal object ) must make a Fort Save( DC 10 + caster level ) to break free of the electrified object, failure of the save will result in another round of electrical damage. This spell will not harm constructs, the undead or outsiders.
Material components: cup of water and a piece of wood from a tree that has been struck by lightning