Battle Magic (new spells)

Jeph

Explorer
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
 
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Unconsciousness

Is just a bit much I think when compared to Deep Slumber. It lasts for an hour per level, and affects anything of any hit dice. Only thing less good is that they can be awakened normaly, but its not really enough to balance it out.


Storm of Dreaded Moths

If this is intended for 3.5 you should do up stats for a Dreaded Moth Swarm, and simply have the spell summon one or more of them.

Azure Butterfly

I like this one a lot, although I would perhaps have it be Conjuration (Creation) and have it create some sort of flaming orb that resembles a butterfly. Summoning implies a creature, and a creature that just deals damage to another creature and disapears seems a little odd..but all thats just me. Also, it could do 1d6/level instead of per 2 levels as far as I'm concerned.

Pillars of Magma

Ok first, lower the casting time. I think I know what your going for but 5 minutes is just too much. It shouldnt be more than 1 minute, or maybe 5 rounds. At most. the whole mechanic of a random number of pillars per round of cocentration is a little..strange and unwieldy feeling. If it was me, I'd have it just automaticaly create say 1 pillar per 3 levels or so, but thats just me. You should insert a max number of pillars though.


Inverse Abjuration

Looks good, i think. Very interesting.



Seems a little weak for 4th level to me, maybe, but its hard to say. It may be ok as is, or maybe would be better at 3rd level. Love the idea though, classical magic concept.


Schockwave

Nifty idea, but dont really know how useful it would be.
 




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