Shapeshift
Transmutation
Level: Drd 8
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level
As shapechange except you don't gain the type of the new form.
Bolt of Fury
Evocation [Electricity]
Level: Drd 5
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: Bolt of lightning in your hand
Duration: 1 round/level
Tapping into the elemental fury of a storm allows you to hurl bolts of lightning at your enemies. This spell causes a pulsing coruscating bolt of lightning to appear in your open palm. You can hurl the bolt or use it to touch your enemies. The bolt of lightning illuminates out to 20 feet like a torch and harms neither you nor your equipment.
You can strike opponents with a melee touch attack, dealing electrical damage equal to 2d6 +1 point per caster level (maximum +20). Alternatively, you can hurl the bolt up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with a melee attack. You can summon additional bolts as a free action for the duration of the spell allowing iterative attacks up to your BAB.
To cast Bolt of Fury, you must be in a stormy area- a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 HD or more). However, once cast you no longer need to remain in the stormy area as the elemental fury of the storm is contained within your body for the duration of the spell.
Embraced by the Storm
Evocation [Electricity]
Level: Drd 9
Components: V, S
Casting time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level (D)
As Bolt of Fury with the following additional benefits:
When struck by a melee attack, the attacker takes electrical damage as if struck by a Bolt of Fury.
The caster is immune to all natural and magical weather based effects for the duration of this spell. This includes all electrical and wind based attacks from any source.
The caster of this spell can pass through even the most severe weather (including tornadoes and hurricanes) conditions without harm or impediment to his movement.
Any help balancing these spells would be appreciated...
Transmutation
Level: Drd 8
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level
As shapechange except you don't gain the type of the new form.
Bolt of Fury
Evocation [Electricity]
Level: Drd 5
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: Bolt of lightning in your hand
Duration: 1 round/level
Tapping into the elemental fury of a storm allows you to hurl bolts of lightning at your enemies. This spell causes a pulsing coruscating bolt of lightning to appear in your open palm. You can hurl the bolt or use it to touch your enemies. The bolt of lightning illuminates out to 20 feet like a torch and harms neither you nor your equipment.
You can strike opponents with a melee touch attack, dealing electrical damage equal to 2d6 +1 point per caster level (maximum +20). Alternatively, you can hurl the bolt up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with a melee attack. You can summon additional bolts as a free action for the duration of the spell allowing iterative attacks up to your BAB.
To cast Bolt of Fury, you must be in a stormy area- a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 HD or more). However, once cast you no longer need to remain in the stormy area as the elemental fury of the storm is contained within your body for the duration of the spell.
Embraced by the Storm
Evocation [Electricity]
Level: Drd 9
Components: V, S
Casting time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level (D)
As Bolt of Fury with the following additional benefits:
When struck by a melee attack, the attacker takes electrical damage as if struck by a Bolt of Fury.
The caster is immune to all natural and magical weather based effects for the duration of this spell. This includes all electrical and wind based attacks from any source.
The caster of this spell can pass through even the most severe weather (including tornadoes and hurricanes) conditions without harm or impediment to his movement.
Any help balancing these spells would be appreciated...
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