Knifebolt
Conjuration/Evocation (force)
Level: Warmage 1, sorcerer/wizard 1
Components: V, S
Casting time: One standard action
Range: Personal (see text)
Effect: One dagger
Duration: one minute per level (see text)
Saving throw: none
Spell resistance: Yes (see text)
With a flick of your wrist you conjure forth a finely balanced dagger. This functions as a masterwork dagger except: Upon the expiration of the spell's duration the dagger evaporates to nothing. You may use your primary casting stat instead of your strength score to determine the bonus on damage rolls.
In addition at any time during the spell's duration you may throw the dagger, at which point it becomes a streaking blade of force. This is a ranged touch attack that deals 1d6 points of force damage per caster level (max 5d6) to one target within 30 ft. After this attack resolves the spell ends.
Electric Chain
Conjuration/Evocation (electricity)
Level: Duskblade 2, Warmage 3, sorcerer/wizard 3
Components: V, S
Casting time: One standard action
Range: Personal (see text)
Effect: One spiked chain
Duration: one minute per level (see text)
Saving throw: Reflex half (see text)
Spell resistance: Yes (see text)
You conjure forth a crackling lash of electricity. Treat this weapon as a +1 Shocking Spiked chain except: Upon the expiration of the spell's duration the spiked chain evaporates to nothing. You may use your primary casting stat instead of your strength score to determine the bonus on damage rolls. You add 1/2 your caster level to attack rolls against targets made of or wearing large amounts of metal. (many constructs, and anyone wearing heavy armor made of metal) This bonus also applies to disarm checks made to disarm metal objects.
In addition at any point during the spell's duration you may turn the chain into a bouncing bolt of lightning. After striking an opponent with the chain you may forgoe the normal damage to deal 1d4 per caster level electricity damage (max 10d4) reflex save for half. The lightning chain then attacks another target within 10 ft of the first using rhe same attack roll bonus as you had when you struck the first target. The chain can bounce in this fashion, doing the same damage to each target unless they make the save in which case they take half, Once per three caster levels (Twice at 6th level, 3 at 9th, to a maximum of 5 times) after which the spell ends. If you fail to pierce a target's Spell Resistance, or fail to make the attack roll against a target after this ability has been pput into affect, the Electrictity fizzles out and the spell ends.
Special: This spell allows people not proficient with the sppiked chain to use the spiked chain created by the spell as if they did have Weapon proficiency (spiked chain). A caster already proficient with spiked chains casts this spell at +1 caster level.
2 questions
1. Are these spells balanced?
2. Are these spells cool?
Conjuration/Evocation (force)
Level: Warmage 1, sorcerer/wizard 1
Components: V, S
Casting time: One standard action
Range: Personal (see text)
Effect: One dagger
Duration: one minute per level (see text)
Saving throw: none
Spell resistance: Yes (see text)
With a flick of your wrist you conjure forth a finely balanced dagger. This functions as a masterwork dagger except: Upon the expiration of the spell's duration the dagger evaporates to nothing. You may use your primary casting stat instead of your strength score to determine the bonus on damage rolls.
In addition at any time during the spell's duration you may throw the dagger, at which point it becomes a streaking blade of force. This is a ranged touch attack that deals 1d6 points of force damage per caster level (max 5d6) to one target within 30 ft. After this attack resolves the spell ends.
Electric Chain
Conjuration/Evocation (electricity)
Level: Duskblade 2, Warmage 3, sorcerer/wizard 3
Components: V, S
Casting time: One standard action
Range: Personal (see text)
Effect: One spiked chain
Duration: one minute per level (see text)
Saving throw: Reflex half (see text)
Spell resistance: Yes (see text)
You conjure forth a crackling lash of electricity. Treat this weapon as a +1 Shocking Spiked chain except: Upon the expiration of the spell's duration the spiked chain evaporates to nothing. You may use your primary casting stat instead of your strength score to determine the bonus on damage rolls. You add 1/2 your caster level to attack rolls against targets made of or wearing large amounts of metal. (many constructs, and anyone wearing heavy armor made of metal) This bonus also applies to disarm checks made to disarm metal objects.
In addition at any point during the spell's duration you may turn the chain into a bouncing bolt of lightning. After striking an opponent with the chain you may forgoe the normal damage to deal 1d4 per caster level electricity damage (max 10d4) reflex save for half. The lightning chain then attacks another target within 10 ft of the first using rhe same attack roll bonus as you had when you struck the first target. The chain can bounce in this fashion, doing the same damage to each target unless they make the save in which case they take half, Once per three caster levels (Twice at 6th level, 3 at 9th, to a maximum of 5 times) after which the spell ends. If you fail to pierce a target's Spell Resistance, or fail to make the attack roll against a target after this ability has been pput into affect, the Electrictity fizzles out and the spell ends.
Special: This spell allows people not proficient with the sppiked chain to use the spiked chain created by the spell as if they did have Weapon proficiency (spiked chain). A caster already proficient with spiked chains casts this spell at +1 caster level.
2 questions
1. Are these spells balanced?
2. Are these spells cool?