Edena_of_Neith
First Post
Alter Radiant Heat Transmission of an Element
Level: (at least 3rd level)
Stats: (as per 3rd edition. Duration is probably one round per level.)
Using this spell, an air elementalist can alter the heat conductive properties of air.
Air is a poor conductor (if it was a good conductor of heat, we would all be dead IRL), but the air elementalist can make it even poorer, or much better, as he or she sees fit, with this spell.
The spell changes the conductivity of air in a 20 foot diameter bubble.
If this bubble is around a non-living, non-undead, non-moving object, such as a rock, it works automatically and no save is allowed.
If cast on a tree, insect, or other non-intelligent but living (or undead) target, a save is applicable if the spell would affect an intelligent being nearby. A successful Will save negates the spell.
If cast on an intelligent being, living or undead, they receive a Will save to negate it (if they fail, though, it centers on them and moves with them.)
If the caster is of low level, he can alter the conductivity of the air, making it greater or lesser, to cause damage to the target and all within the 20 foot radius, of a minor nature (1 to 4 points of damage per round, perhaps.)
If the caster is of moderate level, he can alter air to be as conductive of heat as water is, forcing the target to save or die (if the air is cold, the target will freeze to death, even inside any protective clothing or winter gear.) If the target is killed in this manner, it ends the spell.
If the caster is of high level, he can alter air to be as conductive of heat as metal is, forcing the target to save at a severe penalty (such as, say, - 8), or to freeze or burn to death, depending on the air temperature.
Note this spell always produces collateral damage to everything within 20 feet of the target. If the air temperature is - 20, and the caster (high level) makes it as conductive as metal, the grass and shrubs will quickly freeze up, the bark of trees will turn brittle, and the soil will crack underfoot. These effects will last past the end of the spell, until everything thaws out.
If the air temperature is 140 degrees, grass and shrubs will literally cook, tree bark will turn black, and the ground will be sterilized of all life at the surface, sterilizing downward quickly as the heat from the air pours into it.
There is a version of this spell for each element, except for fire.
Water that would normally be deadly cold (40 degrees, say) can be rendered simply uncomfortably chill. Very hot water can be made tolerable. (changing the conductivity of water to that of air.)
Metal, including armor, can be made merely uncomfortably chilly when otherwise it would be deadly, or merely uncomfortably warm when otherwise it would be scalding hot (changing the conductivity of metal to that of air.)
Or, conversely, water can be given the conductivity of metal, making it lethal for the intrepid swimmer.
The properties of Fire cannot be altered by this spell or any variants of it.
- - -
How much damage this spell can inflict is a direct measure of level.
Thus, how much alteration in conductivity that can be accomplished, is determined by level.
If it is 40 below zero outside, a low level caster cannot cause the air to transfer heat away from the target like metal, for example, but could increase the heat loss enough to cause considerable damage per round.
If it is room temperature outside, a low level caster can greatly change the conductivity properties of the air, so that the target suffers damage in spite of the near equity of his body temperature to that of the air.
In other words, the effect of this spell is relative the the internal body temperature of the target.
If a frost giant was targeted, it would be the other way around: at 40 below, the low level caster could change the conductivity of the air considerably in order to cause damage, but if the air was a warm 80 degrees, he could only change it's conductivity slighty (for that slight change would damage the frost giant as appropriate to the spell's level.)
Ok, there's a spell concept.
If someone else wishes to clarify and improve on it, go for it.
Just wanted to put this unorganized thought down for the reading.
Level: (at least 3rd level)
Stats: (as per 3rd edition. Duration is probably one round per level.)
Using this spell, an air elementalist can alter the heat conductive properties of air.
Air is a poor conductor (if it was a good conductor of heat, we would all be dead IRL), but the air elementalist can make it even poorer, or much better, as he or she sees fit, with this spell.
The spell changes the conductivity of air in a 20 foot diameter bubble.
If this bubble is around a non-living, non-undead, non-moving object, such as a rock, it works automatically and no save is allowed.
If cast on a tree, insect, or other non-intelligent but living (or undead) target, a save is applicable if the spell would affect an intelligent being nearby. A successful Will save negates the spell.
If cast on an intelligent being, living or undead, they receive a Will save to negate it (if they fail, though, it centers on them and moves with them.)
If the caster is of low level, he can alter the conductivity of the air, making it greater or lesser, to cause damage to the target and all within the 20 foot radius, of a minor nature (1 to 4 points of damage per round, perhaps.)
If the caster is of moderate level, he can alter air to be as conductive of heat as water is, forcing the target to save or die (if the air is cold, the target will freeze to death, even inside any protective clothing or winter gear.) If the target is killed in this manner, it ends the spell.
If the caster is of high level, he can alter air to be as conductive of heat as metal is, forcing the target to save at a severe penalty (such as, say, - 8), or to freeze or burn to death, depending on the air temperature.
Note this spell always produces collateral damage to everything within 20 feet of the target. If the air temperature is - 20, and the caster (high level) makes it as conductive as metal, the grass and shrubs will quickly freeze up, the bark of trees will turn brittle, and the soil will crack underfoot. These effects will last past the end of the spell, until everything thaws out.
If the air temperature is 140 degrees, grass and shrubs will literally cook, tree bark will turn black, and the ground will be sterilized of all life at the surface, sterilizing downward quickly as the heat from the air pours into it.
There is a version of this spell for each element, except for fire.
Water that would normally be deadly cold (40 degrees, say) can be rendered simply uncomfortably chill. Very hot water can be made tolerable. (changing the conductivity of water to that of air.)
Metal, including armor, can be made merely uncomfortably chilly when otherwise it would be deadly, or merely uncomfortably warm when otherwise it would be scalding hot (changing the conductivity of metal to that of air.)
Or, conversely, water can be given the conductivity of metal, making it lethal for the intrepid swimmer.
The properties of Fire cannot be altered by this spell or any variants of it.
- - -
How much damage this spell can inflict is a direct measure of level.
Thus, how much alteration in conductivity that can be accomplished, is determined by level.
If it is 40 below zero outside, a low level caster cannot cause the air to transfer heat away from the target like metal, for example, but could increase the heat loss enough to cause considerable damage per round.
If it is room temperature outside, a low level caster can greatly change the conductivity properties of the air, so that the target suffers damage in spite of the near equity of his body temperature to that of the air.
In other words, the effect of this spell is relative the the internal body temperature of the target.
If a frost giant was targeted, it would be the other way around: at 40 below, the low level caster could change the conductivity of the air considerably in order to cause damage, but if the air was a warm 80 degrees, he could only change it's conductivity slighty (for that slight change would damage the frost giant as appropriate to the spell's level.)
Ok, there's a spell concept.
If someone else wishes to clarify and improve on it, go for it.
Just wanted to put this unorganized thought down for the reading.