Unconsciousness
Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 action
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: fortitude negates
Spell Resistance: yes
If the target fails at their saving throw they drop into a dreamless slumber. They may be wakened normally.
Storm of Dreaded Moths
Conjuration (summoning)
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: long (400'+40'/level)
Area: 100' radius spread
Duration: Concentration+1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
You conjure a gigantic cloud of beastly, fanged, supernaturally large and quick moths. While concentrating you may direct the cloud to move at a speed of up to 30 feet per round. At the start of your turn, every creature within the cloud takes 1d4 +1/5 levels points of piercing and slashing damage, max +5. A fortitude save may be made every round to negate that round's damage. The bonus damage of the attack is considered an enhancement bonus.
Material Component: Powdered wing of moth
Azure Butterfly
Conjuration (summoning)
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 action
Range: sight
Target: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You draw a sprite resembling a butterfly made of pure flame away from the elemental plane of fire and hurl it at the target. This requires a successful ranged touch attack. If you hit, the target takes 1d6 points of fire damage/2 levels (max 5d6). This spell is valued for its extraordinary range and is a favorite of conjurors with Evocation as a prohibited school.
Pillars of Magma
Evocation (fire, earth)
Level: Sorcerer/Wizard 8
Components: V, S, F
Casting Time: 5 minutes
Range: long (400'+40'/level)
Target: a square of land 500 feet on a side
Duration: concentration
Saving Throw: reflex half
Spell Resistance: yes
This spell causes columns of magma to spring up at random in the target area. 1d4 pillars spring up per round of concentration. Each has a 10 foot radius, rises to 100 feet high, and deals 3d6+1/level (max +20) points of damage to all within its area. (Half this damage is fire damage and half is impact damage.) After rising the pillar congeals as a column of volcanic rock. If a creature survives, there is a 1/6 chance that they will end up on top of the pillar and 5/6 chance that they will have been shunted aside. Use percentile dice and a cartesian plain to determine the location of each pillar.
Material Component: A basalt block 1 foot on a side carved with mystical runes, valued at 1000 or more GP and requiring an appropriate Craft check at DC 30 to create.
Inverse Abjuration
Transmutation
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 action
Range: close (25'+5'/2 levels)
Target: one abjuration
Duration: instantaneous
Saving Throw: will negates
Spell Resistance: yes
The target abjuration is ended and the creature, object, or area that it wards is subjected to 1d6 points of nameless damage/2 levels (max 10d6). Only the caster of the abjuration is entitled to the save and spell resistance.
Blast
Evocation (force)
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 action
Range: close (25'+5'/2 levels)
Target: one object or creature weighing up to 50 pounds/level
Duration: instantaneous
Saving Throw: reflex negates
Spell Resistance: yes
The target is blasted away from you to the end of the spells range unless they succeed at a reflex save. They then take 1d6 points of damage per 10 feet traveled, as with falling damage. There is no additional save to reduce the damage if a character has already failed the save to avoid the blast, but a second save is required to avoid landing prone.
Schockwave
Evocation (force)
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 action
Range: 1 mile/4 levels
Target: a sphere 1 mile across
Duration: instantaneous
Saving Throw: fortitude half
Spell Resistance: yes
Everything within the area takes 1d6 +1/2 levels (max +15) points of force damage.
::::::
So, thoughts?
--Jeff
Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 action
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: fortitude negates
Spell Resistance: yes
If the target fails at their saving throw they drop into a dreamless slumber. They may be wakened normally.
Storm of Dreaded Moths
Conjuration (summoning)
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: long (400'+40'/level)
Area: 100' radius spread
Duration: Concentration+1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: No
You conjure a gigantic cloud of beastly, fanged, supernaturally large and quick moths. While concentrating you may direct the cloud to move at a speed of up to 30 feet per round. At the start of your turn, every creature within the cloud takes 1d4 +1/5 levels points of piercing and slashing damage, max +5. A fortitude save may be made every round to negate that round's damage. The bonus damage of the attack is considered an enhancement bonus.
Material Component: Powdered wing of moth
Azure Butterfly
Conjuration (summoning)
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 action
Range: sight
Target: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You draw a sprite resembling a butterfly made of pure flame away from the elemental plane of fire and hurl it at the target. This requires a successful ranged touch attack. If you hit, the target takes 1d6 points of fire damage/2 levels (max 5d6). This spell is valued for its extraordinary range and is a favorite of conjurors with Evocation as a prohibited school.
Pillars of Magma
Evocation (fire, earth)
Level: Sorcerer/Wizard 8
Components: V, S, F
Casting Time: 5 minutes
Range: long (400'+40'/level)
Target: a square of land 500 feet on a side
Duration: concentration
Saving Throw: reflex half
Spell Resistance: yes
This spell causes columns of magma to spring up at random in the target area. 1d4 pillars spring up per round of concentration. Each has a 10 foot radius, rises to 100 feet high, and deals 3d6+1/level (max +20) points of damage to all within its area. (Half this damage is fire damage and half is impact damage.) After rising the pillar congeals as a column of volcanic rock. If a creature survives, there is a 1/6 chance that they will end up on top of the pillar and 5/6 chance that they will have been shunted aside. Use percentile dice and a cartesian plain to determine the location of each pillar.
Material Component: A basalt block 1 foot on a side carved with mystical runes, valued at 1000 or more GP and requiring an appropriate Craft check at DC 30 to create.
Inverse Abjuration
Transmutation
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 action
Range: close (25'+5'/2 levels)
Target: one abjuration
Duration: instantaneous
Saving Throw: will negates
Spell Resistance: yes
The target abjuration is ended and the creature, object, or area that it wards is subjected to 1d6 points of nameless damage/2 levels (max 10d6). Only the caster of the abjuration is entitled to the save and spell resistance.
Blast
Evocation (force)
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 action
Range: close (25'+5'/2 levels)
Target: one object or creature weighing up to 50 pounds/level
Duration: instantaneous
Saving Throw: reflex negates
Spell Resistance: yes
The target is blasted away from you to the end of the spells range unless they succeed at a reflex save. They then take 1d6 points of damage per 10 feet traveled, as with falling damage. There is no additional save to reduce the damage if a character has already failed the save to avoid the blast, but a second save is required to avoid landing prone.
Schockwave
Evocation (force)
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 action
Range: 1 mile/4 levels
Target: a sphere 1 mile across
Duration: instantaneous
Saving Throw: fortitude half
Spell Resistance: yes
Everything within the area takes 1d6 +1/2 levels (max +15) points of force damage.
::::::
So, thoughts?
--Jeff
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