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<blockquote data-quote="ElectricDragon" data-source="post: 7438897" data-attributes="member: 10778"><p><span style="font-size: 15px"><strong>New Domain Spells</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Arc</strong></span></p><p><span style="font-size: 10px"><em>Evocation</em> [Electricity]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Electricity 2, Sor/Wiz 2</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, M</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Close (25 ft. + 5 ft. /2 levels)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> Two creatures within 20 feet of each other</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> None/Reflex half</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes (object)</span></p><p><span style="font-size: 10px">The caster's successful ranged touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, the caster gains a +3 attack bonus if the first target is wearing metal armor (or made out of metal, carrying a lot of metal, etc.). The spark of electricity then jumps up to 20 feet to attack another creature. This second creature takes the same amount of damage as the first creature (Reflex for half). The caster need not make an attack roll for the second creature; the spark arcs to it automatically. If the first target is missed, the spark dies out and does not arc to the second target either.</span></p><p><span style="font-size: 10px"><strong>Material Components:</strong> A piece of fur and a shard of glass or crystal</span></p><p></p><p><span style="font-size: 12px"><strong>Contagion, Mass</strong></span></p><p><span style="font-size: 10px"><em>Necromancy</em> [Evil]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Pestilence 6</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, XP</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 10px"><strong>Targets:</strong> One or more creatures, no two of which are more than 20 ft. apart.</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Fortitude negates</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px">The subjects contract a disease selected from the list below, which strikes immediately and deals damage (no incubation period). All subjects suffer the same disease. The DC noted is for the subsequent saves (use mass contagion’s normal save DC for the initial saving throw).</span></p><p><span style="font-size: 10px">Cackle fever, DC 16, Damage 1d6 Wis</span></p><p><span style="font-size: 10px">Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con</span></p><p><span style="font-size: 10px">Mindfire, DC 12, Damage 1d4 Int</span></p><p><span style="font-size: 10px">Red Ache, DC 15, Damage 1d6 Str</span></p><p><span style="font-size: 10px">Shakes, DC 13, Damage 1d8 Dex</span></p><p><span style="font-size: 10px"><strong>XP Cost:</strong> 100 XP</span></p><p></p><p><strong><span style="font-size: 12px">Counterspell</span></strong></p><p><span style="font-size: 10px"><em>Abjuration</em></span></p><p><span style="font-size: 10px"><strong>Level:</strong> Anti-magic 2, Brd 3, Clr 3, Sor/Wiz 3</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One immediate action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> One spellcaster’s spell</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 10px">The spell targets a casting spellcaster and is cast as an immediate action as a counterspell. Unlike a true counterspell, however, <em>counterspell</em> does not need to be readied with a ready action, nor may it be. (It must still be prepared as normal by those that prepare spells). Also, identification of the spell being cast is unnecessary, though identification of its spell level can be crucial. Unlike <em>dispel magic</em>, this spell automatically counters any spell of less than 3rd level. Third level spells and higher are unaffected by this spell.</span></p><p></p><p><span style="font-size: 12px"><strong>Counterspell, Greater</strong></span></p><p><em><span style="font-size: 10px">Abjuration</span></em><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Level:</strong> Anti-magic 6, Sor/Wiz 7</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One immediate action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> One spellcaster’s spell</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 10px"> As <em>counterspell</em> except as listed above and below: </span></p><p><span style="font-size: 10px">Unlike<em> dispel magic</em>, this spell automatically counters any spell of less than 7th level. Seventh level spells and higher are unaffected by this spell.</span></p><p></p><p><span style="font-size: 12px"><strong>Counterspell, Improved</strong></span></p><p><em><span style="font-size: 10px">Abjuration</span></em><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Level:</strong> Anti-magic 4, Brd 5, Sor/Wiz 5</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One immediate action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> One spellcaster’s spell</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 10px">As <em>counterspell</em> except as listed above and below:</span></p><p> <span style="font-size: 10px">Unlike <em>dispel magic</em>, this spell automatically counters any spell of less than 5th level. Fifth level spells and higher are unaffected by this spell.</span></p><p></p><p><strong><span style="font-size: 12px">Counterspell, Supreme</span></strong></p><p><em><span style="font-size: 10px">Abjuration</span></em><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Level:</strong> Anti-magic 8, Sor/Wiz 9</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One immediate action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> One spellcaster’s spell or one creature's spell-like ability</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> No</span></p><p><span style="font-size: 10px">As <em>counterspell</em> except as listed above and below:</span></p><p><span style="font-size: 10px">Unlike <em>dispel magic</em>, this spell automatically counters any spell of less than 9th level. Any spell above 8th level is unaffected by this spell. This spell can also counter spell-like abilities as long as the spell-like ability is a 7th level spell effect or lower. This includes psi-like abilities for campaigns using the magic transparency option. For spell-like abilities without a spell effect level, this spell can counter one with a caster level up to ½ your caster level. Supernatural abilities (Su) and extraordinary abilities (Ex) are unaffected by this spell.</span></p><p></p><p><strong><span style="font-size: 12px">Discharge</span></strong></p><p><em><span style="font-size: 10px">Evocation</span></em><span style="font-size: 10px"> [Electricity]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Destruction 9, Electricity 9, Sor/Wiz 9 </span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, M</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> 50 feet</span></p><p><span style="font-size: 10px"><strong>Target:</strong> 1 magic item</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Fortitude negates/None</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px">When cast, a magic item (chosen by the caster and in his possession) vanishes and is gone forever, expended in the casting. An emerald ray springs forth from the caster's hand to unerringly strike the intended target. The item must make a Fortitude save against this spell's DC or explode in a shower of sparks, destroying the item and harming nearby creatures. An item that is targeted by this spell in the possession of a creature gains that creature's base save or its own, whichever is better. </span></p><p><span style="font-size: 10px">A failed Fortitude save means the item explodes and is destroyed in a burst of electricity in a 20-foot radius centered on the item. This is the first area. Damage to creatures is 6d8 electrical (no save applicable) in the first area. All magic items in the first area must make a Fortitude save with a +2 distance bonus or also be destroyed in an explosion of sparks. Items destroyed in the first area create a second area of electrical damage (a 10-foot radius centered on the newly destroyed item). Damage to creatures is 6d4 electrical damage (no save applicable) in the second area. </span></p><p><span style="font-size: 10px">All magic items in the second area must make a Fortitude save with a +4 distance bonus or be destroyed in a flash of sparks. Items destroyed in the third area do not create another burst area. There is no damage to creatures in the third area of sparks. Once an item has successfully saved versus this spell, it is immune to other bursts from this casting of the spell. Creatures take damage from any and all explosions that include the area where they are.</span></p><p><span style="font-size: 10px">This spell cannot affect artifacts.</span></p><p><span style="font-size: 10px"><strong>Material Components:</strong> A magic item, worth at least 500gp</span></p><p></p><p><span style="font-size: 12px"><strong>Electric Armor</strong></span></p><p><em><span style="font-size: 10px">Abjuration</span></em><span style="font-size: 10px"> [Electricity, Light]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Electricity 7, Sor/Wiz 7</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, F</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Personal (Special)</span></p><p><span style="font-size: 10px"><strong>Target:</strong> You</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> 1 round/level (D)</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Fort half</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px">This spell creates a full suit of electrical crackling armor around the caster that gives him a +2 concealment bonus to AC and a +2 concealment bonus to all saves. The armor appears as full plate armor made of electricity, though it does not affect movement or have an armor check penalty. The armor glows with a dim radiance, illuminating the area as a torch (-10 light penalty to the caster's Hide checks). The armor pops and crackles constantly (-5 noise penalty to the caster's Move Silently checks). Any time an opponent hits the caster with a metallic melee weapon, a melee touch attack, or natural weapons; that opponent must make a Fortitude save or take 6d6 electrical damage as the armor zaps her. A successful save cuts the damage in half. In no way does this spell negate or absorb the damage and/or effects of such successful attacks upon the caster. </span></p><p><span style="font-size: 10px"><strong>Focus Component:</strong> A glass statuette of an armored figure (worth at least 50gp) with a miniature fur cloak wrapped around it (worth at least 75gp).</span></p><p></p><p><strong><span style="font-size: 12px">Epidemic</span></strong></p><p><em><span style="font-size: 10px">Necromancy</span></em><span style="font-size: 10px"> [Evil]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Pestilence 8</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, DF, XP</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</span></p><p><span style="font-size: 10px"><strong>Area:</strong> 30 ft. burst</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Fortitude negates</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px"> As <em>contagion, mass</em> except as listed above and below:</span></p><p><span style="font-size: 10px">The subjects contract a disease selected from the list below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use <em>epidemic’s</em> normal save DC for the initial saving throw).</span></p><p><span style="font-size: 10px">Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day</span></p><p><span style="font-size: 10px">Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day</span></p><p><span style="font-size: 10px">Red Ache, DC 15, Damage 1d6 Str, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day</span></p><p><span style="font-size: 10px">* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.</span></p><p><span style="font-size: 10px"> Affected creatures are highly contagious. They remain contagious until the disease is removed. Removing a disease requires two successful saving throws versus the daily damage or magical healing. Anyone that comes within 10 feet of one of the original targets of this spell must make a normal save versus that disease or catch the chosen disease. They must make that save each minute or portion thereof that they remain within range of the infected person or persons until they fail a save or move away. Normal incubation periods and saves apply for spreading the disease to others not affected by the initial spell. </span></p><p><span style="font-size: 10px"> It is possible to successfully save versus the spell but be within 10 feet of someone that failed and so need to make another save (disease's DC) or still fall victim to the chosen disease after its normal incubation time. Being in range of multiple infected victims only requires one save versus the disease (and then one more each minute later that they remain within 10 feet of at least one affected creature).</span></p><p><span style="font-size: 10px"><strong>XP Cost:</strong> 500 XP</span></p><p></p><p><span style="font-size: 12px"><strong>Pandemic</strong></span></p><p><span style="font-size: 10px"><em>Necromancy</em> [Evil]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Pestilence 9</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, DF, XP</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> One standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</span></p><p><span style="font-size: 10px"><strong>Area:</strong> 40 ft. burst</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Fortitude negates</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px"> As <em>epidemic</em> except as listed above and below: </span></p><p><span style="font-size: 10px">The subjects contract a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use <em>pandemic’s</em> normal save DC for the initial saving throw).</span></p><p><span style="font-size: 10px">Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day</span></p><p><span style="font-size: 10px">Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day</span></p><p><span style="font-size: 10px">Red ache, DC 15, Damage 1d6 Str, Incubation 1d3 days</span></p><p><span style="font-size: 10px">Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day</span></p><p><span style="font-size: 10px">Slimy doom, DC 14, Damage 1d4 Con**, Incubation 1 day</span></p><p><span style="font-size: 10px">* Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.</span></p><p><span style="font-size: 10px">** When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.</span></p><p><span style="font-size: 10px"> Affected creatures cannot be magically cured except by use of a <em>heal</em> or more powerful spell cast by a higher level caster than the caster of <em>pandemic</em>. Those that catch the disease from an affected creature can be magically healed, as normal. In all cases though, non-magical healing methods work.</span></p><p><span style="font-size: 10px"><strong>XP Cost:</strong> 3,000 XP</span></p><p></p><p><span style="font-size: 12px"><strong>Strike Sphere</strong></span></p><p><span style="font-size: 10px"><em>Conjuration</em> (Creation) [Electricity]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Electricity 8, Sor/Wiz 8</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, M</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> 1 full round</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Personal (Special)</span></p><p><span style="font-size: 10px"><strong>Area:</strong> 80-ft. radius</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> 1 round/level (but see below)</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px">This spell conjures a sphere of electrical energy 1 foot in diameter that hovers 1d3 feet above the caster's head (sort of bobbing up and down). The round following casting and every other round in which the spell lasts, the caster may fire a lightning bolt from the sphere as a free action at any target within 80 feet. Only one target may be hit with each bolt. Each bolt deals 8d6 damage (Reflex for half). Creatures with evasion that succeed on their saves take quarter damage instead of no damage.</span></p><p><span style="font-size: 10px">If the electrical sphere is struck a physical blow, it explodes in a 20-foot radius sphere doing 1d8 electricity damage per round left in its duration (Reflex for half). The sphere is AC 22 plus caster’s prime casting modifier (Wisdom for clerics, Intelligence for wizards, and Charisma for sorcerers). Spells with the electricity descriptor that hit the <em>strike sphere</em> add one round to the duration of <em>strike sphere</em>, but do no damage and do not count as physical blows. If a lightning bolt is not fired every round, the sphere becomes unstable and fades away, ending the spell.</span></p><p><span style="font-size: 10px"><strong>Material Components:</strong> a blown glass sphere (1 inch in diameter, worth at least 100 gp) and a piece of fur.</span></p><p></p><p><span style="font-size: 12px"><strong>Wall of Lightning</strong></span></p><p><span style="font-size: 10px"><em>Evocation</em> [Electricity]</span></p><p><span style="font-size: 10px"><strong>Level:</strong> Drd 5, Electricity 4, Sor/Wiz 4</span></p><p><span style="font-size: 10px"><strong>Components:</strong> V, S, M/DF</span></p><p><span style="font-size: 10px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 10px"><strong>Range:</strong> Medium (100 ft. + 10 ft. /level)</span></p><p><span style="font-size: 10px"><strong>Effect:</strong> Opaque sheet of lightning up to 20 ft. long/caster level or a ring of lightning with a radius of up to 5 ft./2 caster levels; either form 20 ft high</span></p><p><span style="font-size: 10px"><strong>Duration:</strong> Concentration + 1 round/level</span></p><p><span style="font-size: 10px"><strong>Saving Throw:</strong> See Text</span></p><p><span style="font-size: 10px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 10px">This spell causes an immobile, coruscating curtain of red and yellow lightning to spring into existence. One side of the wall, selected by the character, sends forth tendrils of sparks, dealing 2d4 points of electricity damage to creatures within 10 feet and 1d4 points of electricity damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of electricity damage +1 point of electricity damage per caster level (maximum +20) to any creature passing through it. If the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the spark side of the wall, it takes 2d4 points of damage, as normal.) This spell provides light as if from a fire of its size.</span></p><p><span style="font-size: 10px"><strong>Material Components:</strong> A glowworm</span></p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7438897, member: 10778"] [size=4][b]New Domain Spells[/b][/size] [size=3][b]Arc[/b][/size] [size=2][i]Evocation[/i] [Electricity] [b]Level:[/b] Electricity 2, Sor/Wiz 2 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft. /2 levels) [b]Target:[/b] Two creatures within 20 feet of each other [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None/Reflex half [b]Spell Resistance:[/b] Yes (object) The caster's successful ranged touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, the caster gains a +3 attack bonus if the first target is wearing metal armor (or made out of metal, carrying a lot of metal, etc.). The spark of electricity then jumps up to 20 feet to attack another creature. This second creature takes the same amount of damage as the first creature (Reflex for half). The caster need not make an attack roll for the second creature; the spark arcs to it automatically. If the first target is missed, the spark dies out and does not arc to the second target either. [b]Material Components:[/b] A piece of fur and a shard of glass or crystal[/size] [size=3][b]Contagion, Mass[/b][/size] [size=2][i]Necromancy[/i] [Evil] [b]Level:[/b] Pestilence 6 [b]Components:[/b] V, S, XP [b]Casting Time:[/b] One standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Targets:[/b] One or more creatures, no two of which are more than 20 ft. apart. [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes The subjects contract a disease selected from the list below, which strikes immediately and deals damage (no incubation period). All subjects suffer the same disease. The DC noted is for the subsequent saves (use mass contagion’s normal save DC for the initial saving throw). Cackle fever, DC 16, Damage 1d6 Wis Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con Mindfire, DC 12, Damage 1d4 Int Red Ache, DC 15, Damage 1d6 Str Shakes, DC 13, Damage 1d8 Dex [b]XP Cost:[/b] 100 XP[/size] [b][size=3]Counterspell[/size][/b][size=3][/size] [size=2][i]Abjuration[/i] [b]Level:[/b] Anti-magic 2, Brd 3, Clr 3, Sor/Wiz 3 [b]Components:[/b] V, S [b]Casting Time:[/b] One immediate action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One spellcaster’s spell [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No The spell targets a casting spellcaster and is cast as an immediate action as a counterspell. Unlike a true counterspell, however, [i]counterspell[/i] does not need to be readied with a ready action, nor may it be. (It must still be prepared as normal by those that prepare spells). Also, identification of the spell being cast is unnecessary, though identification of its spell level can be crucial. Unlike [i]dispel magic[/i], this spell automatically counters any spell of less than 3rd level. Third level spells and higher are unaffected by this spell.[/size] [size=3][b]Counterspell, Greater[/b][/size] [i][size=2]Abjuration[/size][/i][size=2] [b]Level:[/b] Anti-magic 6, Sor/Wiz 7 [b]Components:[/b] V, S [b]Casting Time:[/b] One immediate action [b]Range:[/b] Long (400 ft. + 40 ft./level) [b]Target:[/b] One spellcaster’s spell [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No As [i]counterspell[/i] except as listed above and below: Unlike[i] dispel magic[/i], this spell automatically counters any spell of less than 7th level. Seventh level spells and higher are unaffected by this spell.[/size] [size=3][b]Counterspell, Improved[/b][/size] [i][size=2]Abjuration[/size][/i][size=2] [b]Level:[/b] Anti-magic 4, Brd 5, Sor/Wiz 5 [b]Components:[/b] V, S [b]Casting Time:[/b] One immediate action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Target:[/b] One spellcaster’s spell [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No As [i]counterspell[/i] except as listed above and below: Unlike [i]dispel magic[/i], this spell automatically counters any spell of less than 5th level. Fifth level spells and higher are unaffected by this spell.[/size] [b][size=3]Counterspell, Supreme[/size][/b][size=3][/size] [i][size=2]Abjuration[/size][/i][size=2] [b]Level:[/b] Anti-magic 8, Sor/Wiz 9 [b]Components:[/b] V, S [b]Casting Time:[/b] One immediate action [b]Range:[/b] Long (400 ft. + 40 ft./level) [b]Target:[/b] One spellcaster’s spell or one creature's spell-like ability [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No As [i]counterspell[/i] except as listed above and below: Unlike [i]dispel magic[/i], this spell automatically counters any spell of less than 9th level. Any spell above 8th level is unaffected by this spell. This spell can also counter spell-like abilities as long as the spell-like ability is a 7th level spell effect or lower. This includes psi-like abilities for campaigns using the magic transparency option. For spell-like abilities without a spell effect level, this spell can counter one with a caster level up to ½ your caster level. Supernatural abilities (Su) and extraordinary abilities (Ex) are unaffected by this spell.[/size] [b][size=3]Discharge[/size][/b][size=3][/size] [i][size=2]Evocation[/size][/i][size=2] [Electricity] [b]Level:[/b] Destruction 9, Electricity 9, Sor/Wiz 9 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] 50 feet [b]Target:[/b] 1 magic item [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude negates/None [b]Spell Resistance:[/b] Yes When cast, a magic item (chosen by the caster and in his possession) vanishes and is gone forever, expended in the casting. An emerald ray springs forth from the caster's hand to unerringly strike the intended target. The item must make a Fortitude save against this spell's DC or explode in a shower of sparks, destroying the item and harming nearby creatures. An item that is targeted by this spell in the possession of a creature gains that creature's base save or its own, whichever is better. A failed Fortitude save means the item explodes and is destroyed in a burst of electricity in a 20-foot radius centered on the item. This is the first area. Damage to creatures is 6d8 electrical (no save applicable) in the first area. All magic items in the first area must make a Fortitude save with a +2 distance bonus or also be destroyed in an explosion of sparks. Items destroyed in the first area create a second area of electrical damage (a 10-foot radius centered on the newly destroyed item). Damage to creatures is 6d4 electrical damage (no save applicable) in the second area. All magic items in the second area must make a Fortitude save with a +4 distance bonus or be destroyed in a flash of sparks. Items destroyed in the third area do not create another burst area. There is no damage to creatures in the third area of sparks. Once an item has successfully saved versus this spell, it is immune to other bursts from this casting of the spell. Creatures take damage from any and all explosions that include the area where they are. This spell cannot affect artifacts. [b]Material Components:[/b] A magic item, worth at least 500gp[/size] [size=3][b]Electric Armor[/b][/size] [i][size=2]Abjuration[/size][/i][size=2] [Electricity, Light] [b]Level:[/b] Electricity 7, Sor/Wiz 7 [b]Components:[/b] V, S, F [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal (Special) [b]Target:[/b] You [b]Duration:[/b] 1 round/level (D) [b]Saving Throw:[/b] Fort half [b]Spell Resistance:[/b] Yes This spell creates a full suit of electrical crackling armor around the caster that gives him a +2 concealment bonus to AC and a +2 concealment bonus to all saves. The armor appears as full plate armor made of electricity, though it does not affect movement or have an armor check penalty. The armor glows with a dim radiance, illuminating the area as a torch (-10 light penalty to the caster's Hide checks). The armor pops and crackles constantly (-5 noise penalty to the caster's Move Silently checks). Any time an opponent hits the caster with a metallic melee weapon, a melee touch attack, or natural weapons; that opponent must make a Fortitude save or take 6d6 electrical damage as the armor zaps her. A successful save cuts the damage in half. In no way does this spell negate or absorb the damage and/or effects of such successful attacks upon the caster. [b]Focus Component:[/b] A glass statuette of an armored figure (worth at least 50gp) with a miniature fur cloak wrapped around it (worth at least 75gp).[/size] [b][size=3]Epidemic[/size][/b][size=3][/size] [i][size=2]Necromancy[/size][/i][size=2] [Evil] [b]Level:[/b] Pestilence 8 [b]Components:[/b] V, S, DF, XP [b]Casting Time:[/b] One standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] 30 ft. burst [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes As [i]contagion, mass[/i] except as listed above and below: The subjects contract a disease selected from the list below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use [i]epidemic’s[/i] normal save DC for the initial saving throw). Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day Red Ache, DC 15, Damage 1d6 Str, Incubation 1d3 days Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day * Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded. Affected creatures are highly contagious. They remain contagious until the disease is removed. Removing a disease requires two successful saving throws versus the daily damage or magical healing. Anyone that comes within 10 feet of one of the original targets of this spell must make a normal save versus that disease or catch the chosen disease. They must make that save each minute or portion thereof that they remain within range of the infected person or persons until they fail a save or move away. Normal incubation periods and saves apply for spreading the disease to others not affected by the initial spell. It is possible to successfully save versus the spell but be within 10 feet of someone that failed and so need to make another save (disease's DC) or still fall victim to the chosen disease after its normal incubation time. Being in range of multiple infected victims only requires one save versus the disease (and then one more each minute later that they remain within 10 feet of at least one affected creature). [b]XP Cost:[/b] 500 XP[/size] [size=3][b]Pandemic[/b][/size][b][/b] [size=2][i]Necromancy[/i] [Evil] [b]Level:[/b] Pestilence 9 [b]Components:[/b] V, S, DF, XP [b]Casting Time:[/b] One standard action [b]Range:[/b] Medium (100 ft. + 10 ft./level) [b]Area:[/b] 40 ft. burst [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes As [i]epidemic[/i] except as listed above and below: The subjects contract a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves versus the damage of the continuing disease (use [i]pandemic’s[/i] normal save DC for the initial saving throw). Blinding sickness, DC 16, Damage 1d4 Str*, Incubation 1d3 days Cackle fever, DC 16, Damage 1d6 Wis, Incubation 1 day Filth fever, DC 12, Damage 1d3 Dex and 1d3 Con, Incubation 1d3 days Mindfire, DC 12, Damage 1d4 Int, Incubation 1 day Red ache, DC 15, Damage 1d6 Str, Incubation 1d3 days Shakes, DC 13, Damage 1d8 Dex, Incubation 1 day Slimy doom, DC 14, Damage 1d4 Con**, Incubation 1 day * Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded. ** When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. Affected creatures cannot be magically cured except by use of a [i]heal[/i] or more powerful spell cast by a higher level caster than the caster of [i]pandemic[/i]. Those that catch the disease from an affected creature can be magically healed, as normal. In all cases though, non-magical healing methods work. [b]XP Cost:[/b] 3,000 XP[/size] [size=3][b]Strike Sphere[/b][/size] [size=2][i]Conjuration[/i] (Creation) [Electricity] [b]Level:[/b] Electricity 8, Sor/Wiz 8 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 full round [b]Range:[/b] Personal (Special) [b]Area:[/b] 80-ft. radius [b]Duration:[/b] 1 round/level (but see below) [b]Saving Throw:[/b] Reflex half [b]Spell Resistance:[/b] Yes This spell conjures a sphere of electrical energy 1 foot in diameter that hovers 1d3 feet above the caster's head (sort of bobbing up and down). The round following casting and every other round in which the spell lasts, the caster may fire a lightning bolt from the sphere as a free action at any target within 80 feet. Only one target may be hit with each bolt. Each bolt deals 8d6 damage (Reflex for half). Creatures with evasion that succeed on their saves take quarter damage instead of no damage. If the electrical sphere is struck a physical blow, it explodes in a 20-foot radius sphere doing 1d8 electricity damage per round left in its duration (Reflex for half). The sphere is AC 22 plus caster’s prime casting modifier (Wisdom for clerics, Intelligence for wizards, and Charisma for sorcerers). Spells with the electricity descriptor that hit the [i]strike sphere[/i] add one round to the duration of [i]strike sphere[/i], but do no damage and do not count as physical blows. If a lightning bolt is not fired every round, the sphere becomes unstable and fades away, ending the spell. [b]Material Components:[/b] a blown glass sphere (1 inch in diameter, worth at least 100 gp) and a piece of fur.[/size] [size=3][b]Wall of Lightning[/b][/size] [size=2][i]Evocation[/i] [Electricity] [b]Level:[/b] Drd 5, Electricity 4, Sor/Wiz 4 [b]Components:[/b] V, S, M/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Medium (100 ft. + 10 ft. /level) [b]Effect:[/b] Opaque sheet of lightning up to 20 ft. long/caster level or a ring of lightning with a radius of up to 5 ft./2 caster levels; either form 20 ft high [b]Duration:[/b] Concentration + 1 round/level [b]Saving Throw:[/b] See Text [b]Spell Resistance:[/b] Yes This spell causes an immobile, coruscating curtain of red and yellow lightning to spring into existence. One side of the wall, selected by the character, sends forth tendrils of sparks, dealing 2d4 points of electricity damage to creatures within 10 feet and 1d4 points of electricity damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the wall deals 2d6 points of electricity damage +1 point of electricity damage per caster level (maximum +20) to any creature passing through it. If the character evokes the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex save. (If the creature ends up on the spark side of the wall, it takes 2d4 points of damage, as normal.) This spell provides light as if from a fire of its size. [b]Material Components:[/b] A glowworm[/size] [/QUOTE]
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