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Ideas for water spells?
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<blockquote data-quote="Destil" data-source="post: 3415664" data-attributes="member: 1980"><p>These are all 3.0, but here you go:</p><p></p><p>BLADESTREAM</p><p>Evocation</p><p>Level: Sor/Wiz 1, Dru 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Effect: One slashing or piercing weapon</p><p>Duration: 1 minute / level</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: Yes (harmless)</p><p>The blade of weapon touched becomes sounded by a thin layer of water that moves and swirls at tremendous speeds across it's surface. This adds 1d6 slashing damage on a successful attack, though the strange gyroscopic forces at work on the blade, causes a -1 circumstance penalty to attack rolls for the duration. This bonus does not stack with that of a flaming, icy, or shocking weapon's added damage, as this simply extinguishes the fire, freezes the water and shorts out the current, respectively.</p><p>Arcane Material Component: A tiny leather dagger sheath, cut from a wineskin.</p><p></p><p>WATERBLAST</p><p>Evocation</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close</p><p>Effect: See text</p><p>Duration: Instantaneous</p><p>Saving Throw: (see text)</p><p>Spell Resistance: Yes</p><p>This spell creates a sudden controlled blast of water under high pressure. There are three versions. All can be used to a varying extent to extinguish fires and such, and produce about 10 gallons per caster level if the water is properly collected.</p><p>Spray - This effect is a loose but powerful spray of water across a wide area. It creates a cone starting at the caster out to the maximum range of the spell. Any creature or object caught in this blast must make a reflex save or be knocked prone or over (in the case of unsecured objects). Creatures of huge or larger size are immune.</p><p>Stream - A more focused and high pressure application of the same amount of water into a stream about one foot in radius, effectively a ray. If you make a ranged touch attack against a creature it can be used as if bull-rush, using an effective strength score of 14+ your caster level (maximum effective strength of 24). The waterstream is counted as a medium sized creature. It can not push a creature or object beyond it's maximum range. It can push an unsecured object across the ground as if it were a creature of the same strength and size as used when determining bull rush results. (See Table 9-1, PH 142)</p><p>Jet - Forcing the same amount of water into a jet only the slightest fraction of an inch across, no more than a few hairs wide, can produce a truly staggering force of pure destruction. A waterjet, deals 1d4 slashing & piercing damage / level (maximum 10d4) on a successful ranged touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath, following the path of least resistance. However, the jet looses potency quickly as air resistance breaks it apart: this form of the spell only deals half damage if used beyond a range equal to your normal melee reach.</p><p></p><p>I also say yes to the already mentioned 'steam' spells, which deal fire damage but never start fires and leave a damp layer of condensation in the area.</p></blockquote><p></p>
[QUOTE="Destil, post: 3415664, member: 1980"] These are all 3.0, but here you go: BLADESTREAM Evocation Level: Sor/Wiz 1, Dru 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Effect: One slashing or piercing weapon Duration: 1 minute / level Saving Throw: Will negates (object) Spell Resistance: Yes (harmless) The blade of weapon touched becomes sounded by a thin layer of water that moves and swirls at tremendous speeds across it's surface. This adds 1d6 slashing damage on a successful attack, though the strange gyroscopic forces at work on the blade, causes a -1 circumstance penalty to attack rolls for the duration. This bonus does not stack with that of a flaming, icy, or shocking weapon's added damage, as this simply extinguishes the fire, freezes the water and shorts out the current, respectively. Arcane Material Component: A tiny leather dagger sheath, cut from a wineskin. WATERBLAST Evocation Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Close Effect: See text Duration: Instantaneous Saving Throw: (see text) Spell Resistance: Yes This spell creates a sudden controlled blast of water under high pressure. There are three versions. All can be used to a varying extent to extinguish fires and such, and produce about 10 gallons per caster level if the water is properly collected. Spray - This effect is a loose but powerful spray of water across a wide area. It creates a cone starting at the caster out to the maximum range of the spell. Any creature or object caught in this blast must make a reflex save or be knocked prone or over (in the case of unsecured objects). Creatures of huge or larger size are immune. Stream - A more focused and high pressure application of the same amount of water into a stream about one foot in radius, effectively a ray. If you make a ranged touch attack against a creature it can be used as if bull-rush, using an effective strength score of 14+ your caster level (maximum effective strength of 24). The waterstream is counted as a medium sized creature. It can not push a creature or object beyond it's maximum range. It can push an unsecured object across the ground as if it were a creature of the same strength and size as used when determining bull rush results. (See Table 9-1, PH 142) Jet - Forcing the same amount of water into a jet only the slightest fraction of an inch across, no more than a few hairs wide, can produce a truly staggering force of pure destruction. A waterjet, deals 1d4 slashing & piercing damage / level (maximum 10d4) on a successful ranged touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath, following the path of least resistance. However, the jet looses potency quickly as air resistance breaks it apart: this form of the spell only deals half damage if used beyond a range equal to your normal melee reach. I also say yes to the already mentioned 'steam' spells, which deal fire damage but never start fires and leave a damp layer of condensation in the area. [/QUOTE]
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