RangerWickett
Legend
What do you think of these? Is their power level about right?
New Spell – Gabal’s Viral Flame
Abjuration/Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Hungry flames sear creatures in the area you target. Their fire deals 10d6 points of fire damage to normal creatures, but the flames feed on antimagic and energy wards, and actually become stronger in their presence.
If someone attempts to counter Gabal’s viral flame, the spell attempts to transform the abjuring magic into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the counterspell to that spell’s caster.
If any creature in the area is area are protected by a spell or spell-like ability that grants protection from fire, make a caster level check against each such effect (DC 11 + defensive spell’s caster level). If you succeed, that effect is dispelled, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the defensive spell to that creature.
Elemental Control [General]
You possess great control over one of the classical four elements – air, earth, fire, or water.
Prerequisite: Knowledge (arcana) 15 ranks, ability to cast five spells of the chosen element, at least one of which must be 6th level.
Spells with the air, cold, electricity, or sonic descriptor, or which grant a fly speed count as ‘air’ spells. Those with the acid or water descriptor count as ‘water’ spells. Other spells may count even if they lack the precise elemental descriptor, at the game master’s discretion.
Benefit: Your caster level for spells with the descriptor of your chosen element increases by +1.
You can use one of the following sets of powers, as appropriate to your chosen element.
• Air. You can use gust of wind at will as a spell-like ability. You gain cold, electricity, and sonic resistance 5.
• Earth. You gain the spell-like ability to use stone shape at will, and to use stoneskin and stone tell each once per day. You are immune to petrification, and gain the dwarven stonecunning ability if you lack it. If you already possess stonecunning, you gain DR 2/-.
• Fire. You can use produce flame at will as a spell-like ability. You gain fire resistance 10, and are immune to the fire damage from you own spells.
• Water. You can use create water at will as a spell-like ability. You can walk on water as if affected by water walk, and gain a Swim speed equal to your base land speed. You gain acid resistance 10, and are immune to the acid damage from you own spells.
New Spell – Gabal’s Viral Flame
Abjuration/Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Hungry flames sear creatures in the area you target. Their fire deals 10d6 points of fire damage to normal creatures, but the flames feed on antimagic and energy wards, and actually become stronger in their presence.
If someone attempts to counter Gabal’s viral flame, the spell attempts to transform the abjuring magic into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the counterspell to that spell’s caster.
If any creature in the area is area are protected by a spell or spell-like ability that grants protection from fire, make a caster level check against each such effect (DC 11 + defensive spell’s caster level). If you succeed, that effect is dispelled, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the defensive spell to that creature.
Elemental Control [General]
You possess great control over one of the classical four elements – air, earth, fire, or water.
Prerequisite: Knowledge (arcana) 15 ranks, ability to cast five spells of the chosen element, at least one of which must be 6th level.
Spells with the air, cold, electricity, or sonic descriptor, or which grant a fly speed count as ‘air’ spells. Those with the acid or water descriptor count as ‘water’ spells. Other spells may count even if they lack the precise elemental descriptor, at the game master’s discretion.
Benefit: Your caster level for spells with the descriptor of your chosen element increases by +1.
You can use one of the following sets of powers, as appropriate to your chosen element.
• Air. You can use gust of wind at will as a spell-like ability. You gain cold, electricity, and sonic resistance 5.
• Earth. You gain the spell-like ability to use stone shape at will, and to use stoneskin and stone tell each once per day. You are immune to petrification, and gain the dwarven stonecunning ability if you lack it. If you already possess stonecunning, you gain DR 2/-.
• Fire. You can use produce flame at will as a spell-like ability. You gain fire resistance 10, and are immune to the fire damage from you own spells.
• Water. You can use create water at will as a spell-like ability. You can walk on water as if affected by water walk, and gain a Swim speed equal to your base land speed. You gain acid resistance 10, and are immune to the acid damage from you own spells.
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