Merlion
First Post
Some more new spells. The last 2 are part of an attempt on my part to create some energy spells that arent just attacks. I'm not sure about Melting Ray though it probably needs work.
Acid Orbs
Conjuration (Creation) [Acid]
Level: Sor/Wiz 5
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Orbs of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to fire orbs of acid from your hand at targets. You may target each orb at a separate target, or fire them all at one individual. You must succeed at a ranged touch attack to strike a target with an orb. An orb deals 2d6 points of acid damage initially, and another 1d6 points each round for three rounds thereafter unless somehow neutralized (such as by immersion in water, or dousing with at least a quart of a solvent such as alcohol). You have 1 orb for each 3 full caster levels, to a maximum of 5 orbs at 15th level.
Brittle Cold
Evocation (Cold)
Level: Dru 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard action
Range: Close (25 ft +5 ft/2 levels)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
This spell freezes an object, making it brittle. The spell affects a single object, or area of an object, up to 2 cubic feet in volume per caster level. The object’s hardness is reduced by half for 1 minute, and its break DC is reduced by 5. Magical objects receive a Fortitude save to resist the spell.
Used against a creature, the spell deals 5d4 cold damage, with a Fortitude save to reduce the damage to half.
Melting Ray
Evocation (Fire)
Level: Dru 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft +5 ft/2 levels)
Effect: Ray
Duration: Concentration up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes
This spell projects a ray of intense heat and flame against a target. It is mainly use for melting through walls, doors, and other such impediments. The amount of damage done by the ray depends on the type of material affected:
Cloth: Catches fire and burns on the first round
Wood: 5d6 damage per round, catches fire on the second round
Metal: 3d6 damage per round
Stone: 1d6 damage per round
The ray affects one cubic foot of matter per round of exposure. For example if you cast the spell on a metal door 5 cubic feet in volume, a 1 cubic foot area would take 3d6 damage on the first round, and on the second round and additional cubic foot of area would be effected, etc. The maximum area that can be effected is 1 cubic foot per level.
A magical object receives a Fortitude save to negate the damage each round
Used against a creature, you must succeed at a ranged touch attack to hit. If you hit, the ray deals 1d6 fire damage each round you maintain concentration, but if anything breaks the line of effect between you and the target, the spell ends
Acid Orbs
Conjuration (Creation) [Acid]
Level: Sor/Wiz 5
Component: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Orbs of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to fire orbs of acid from your hand at targets. You may target each orb at a separate target, or fire them all at one individual. You must succeed at a ranged touch attack to strike a target with an orb. An orb deals 2d6 points of acid damage initially, and another 1d6 points each round for three rounds thereafter unless somehow neutralized (such as by immersion in water, or dousing with at least a quart of a solvent such as alcohol). You have 1 orb for each 3 full caster levels, to a maximum of 5 orbs at 15th level.
Brittle Cold
Evocation (Cold)
Level: Dru 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard action
Range: Close (25 ft +5 ft/2 levels)
Target: 1 object or creature
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
This spell freezes an object, making it brittle. The spell affects a single object, or area of an object, up to 2 cubic feet in volume per caster level. The object’s hardness is reduced by half for 1 minute, and its break DC is reduced by 5. Magical objects receive a Fortitude save to resist the spell.
Used against a creature, the spell deals 5d4 cold damage, with a Fortitude save to reduce the damage to half.
Melting Ray
Evocation (Fire)
Level: Dru 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft +5 ft/2 levels)
Effect: Ray
Duration: Concentration up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes
This spell projects a ray of intense heat and flame against a target. It is mainly use for melting through walls, doors, and other such impediments. The amount of damage done by the ray depends on the type of material affected:
Cloth: Catches fire and burns on the first round
Wood: 5d6 damage per round, catches fire on the second round
Metal: 3d6 damage per round
Stone: 1d6 damage per round
The ray affects one cubic foot of matter per round of exposure. For example if you cast the spell on a metal door 5 cubic feet in volume, a 1 cubic foot area would take 3d6 damage on the first round, and on the second round and additional cubic foot of area would be effected, etc. The maximum area that can be effected is 1 cubic foot per level.
A magical object receives a Fortitude save to negate the damage each round
Used against a creature, you must succeed at a ranged touch attack to hit. If you hit, the ray deals 1d6 fire damage each round you maintain concentration, but if anything breaks the line of effect between you and the target, the spell ends
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