Stoke the Flames
Transmutation
Level: wiz/sorc 1, druid 1
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 day (D)
Target: one fire
Save: none
SR: none
The target fire of Small size or smaller will continue to burn for one full day, and then go out. If the target fire happens to be on an unwilling living target, this spell will not work. If the fire spreads, only the original section of the fire will benefit from this spell. As you increase in level, you may use this spell on larger fires:
LV Size
01 Small
04 Medium
07 Large
10 Huge
13 Gargantuan
16 Collosal
The rest of these spells are for a Diviner/Alienist of mine with a strong interest in Electricity.
Ball Lightning
Evocation (Electricity)
Level: wiz/sorc 2
Componants: v, s
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Duration: Instantaneous
Area: 10' radius burst
Save: Reflex half
SR: Yes
A pellet of electric energy streaks forth and bursts at the desired point within range. All within ten feet of that pjoint take 1d4 points of electricity damage per caster level (max 5d4, Reflex half).
Lightning Blast
Evocation (Electricity)
Level: wiz/sorc 3
Range: Long (400' + 40' / level)
Area: 20' radius burst
As Ball Lightning, except as above and damage is 1d6 per caster level (max 10d6, Reflex half).
Teppin's Electromagnetic Transdimensional Recall
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 7
Componants: v, s, m
Casting Time: 1 round
Range: Long (400' + 40' / level) (see text)
Duration: Instantaneous
Target: one character which has recently Teleported
Save: Will negates
SR: Yes
This spell yanks the subject of a Teleport or similar spell (Dimension Door, Teleport Without Error, etc.) back to the site from which they aported. This spell may not be used more than 1 minute/level after the target Teleported, and the distance from the caster of Electromagnetic Recall to the site of aportation plus that from the destination to the target's current location may not exceed the spell's range. If the target fails their Will save, they are immediately Teleported back to the exact spot from which they departed and take 1d6 + 1/level points of Electricity damage. If the target is wearing copious amounts of magnetic material (metal armor, for instance), they take a -4 penalty to their Will save. Note that this spell only targets the caster, not those who were brought with them.
Material Componant: A fine silver and crystal bead worth at least 5 gp.
Teppin's Most Dramatic Disappearance
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 6
Componants: v, s
Casting Time: 1 action
Range: Personal
Duration: Instantaneous and 1 round/level (see text)
Area: 20' radius burst
Save: Reflex half (see text)
SR: Yes
This spell combines the effects of a limited Teleport plus that of a weakened Lightning Blast. The caster may immediately teleport with all their gear up to 1 mile/level away. At the same time, great gouts of smoke and lightning envelope everything within 20 feet of the caster's location of departure. Everyone within the area takes 1d6 + 1/level points of Electricity damage (Reflex half), and the area is covered with a heavy smoke which disperses in a strong breeze or after 1 round/level. Those within the smoke have visibility limited as if they were in an Obscuring Mist.
Teppin's Horrendous Transmogrification
Transmutation (chaos)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one living creature
Save: Fortitude Negates
SR: Yes
The target crackles with chaotic energy and has their form significantly destabalized, as they partiall melt, grow extra limbs and tentacles, have webbing connict their digits, etc. If the target fails their Fortitude save, they will take a -4 penalty to all attacks, saves, and checks, have all movement rates halved, and be forced to make a Concentration check (DC 15 + spell level) whenever they wish to cast a spell for the duration of the Transmogrification. At the end of the spell, they reassume their normal form.
Teppin's Leg Up Against the Competition
Evocation (Electricity)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one spellcaster
Save: Fortitude Partial (see text)
SR: yes
The target is surrounded by an aura of electric energy which gives them a nasty shock whenever they attempt to cast a spell. Whenever the target casts a spell, they will take 1d6 of electricity damage per level of the spell which they attempted to cast. As usual, this forces a Concentration check to successfully cast the spell. (Those who succeeded at the Fortitude save only take 1 point of damage per spell level. Only one save is made against the Leg Up.) The target will not take more than 1d6/level (or 1/level) total points of damage in this way.
Thoughts?
Transmutation
Level: wiz/sorc 1, druid 1
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 day (D)
Target: one fire
Save: none
SR: none
The target fire of Small size or smaller will continue to burn for one full day, and then go out. If the target fire happens to be on an unwilling living target, this spell will not work. If the fire spreads, only the original section of the fire will benefit from this spell. As you increase in level, you may use this spell on larger fires:
LV Size
01 Small
04 Medium
07 Large
10 Huge
13 Gargantuan
16 Collosal
The rest of these spells are for a Diviner/Alienist of mine with a strong interest in Electricity.
Ball Lightning
Evocation (Electricity)
Level: wiz/sorc 2
Componants: v, s
Casting Time: 1 action
Range: Medium (100' + 10' / level)
Duration: Instantaneous
Area: 10' radius burst
Save: Reflex half
SR: Yes
A pellet of electric energy streaks forth and bursts at the desired point within range. All within ten feet of that pjoint take 1d4 points of electricity damage per caster level (max 5d4, Reflex half).
Lightning Blast
Evocation (Electricity)
Level: wiz/sorc 3
Range: Long (400' + 40' / level)
Area: 20' radius burst
As Ball Lightning, except as above and damage is 1d6 per caster level (max 10d6, Reflex half).
Teppin's Electromagnetic Transdimensional Recall
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 7
Componants: v, s, m
Casting Time: 1 round
Range: Long (400' + 40' / level) (see text)
Duration: Instantaneous
Target: one character which has recently Teleported
Save: Will negates
SR: Yes
This spell yanks the subject of a Teleport or similar spell (Dimension Door, Teleport Without Error, etc.) back to the site from which they aported. This spell may not be used more than 1 minute/level after the target Teleported, and the distance from the caster of Electromagnetic Recall to the site of aportation plus that from the destination to the target's current location may not exceed the spell's range. If the target fails their Will save, they are immediately Teleported back to the exact spot from which they departed and take 1d6 + 1/level points of Electricity damage. If the target is wearing copious amounts of magnetic material (metal armor, for instance), they take a -4 penalty to their Will save. Note that this spell only targets the caster, not those who were brought with them.
Material Componant: A fine silver and crystal bead worth at least 5 gp.
Teppin's Most Dramatic Disappearance
Transmutation (Teleportation, Electricity)
Level: wiz/sorc 6
Componants: v, s
Casting Time: 1 action
Range: Personal
Duration: Instantaneous and 1 round/level (see text)
Area: 20' radius burst
Save: Reflex half (see text)
SR: Yes
This spell combines the effects of a limited Teleport plus that of a weakened Lightning Blast. The caster may immediately teleport with all their gear up to 1 mile/level away. At the same time, great gouts of smoke and lightning envelope everything within 20 feet of the caster's location of departure. Everyone within the area takes 1d6 + 1/level points of Electricity damage (Reflex half), and the area is covered with a heavy smoke which disperses in a strong breeze or after 1 round/level. Those within the smoke have visibility limited as if they were in an Obscuring Mist.
Teppin's Horrendous Transmogrification
Transmutation (chaos)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one living creature
Save: Fortitude Negates
SR: Yes
The target crackles with chaotic energy and has their form significantly destabalized, as they partiall melt, grow extra limbs and tentacles, have webbing connict their digits, etc. If the target fails their Fortitude save, they will take a -4 penalty to all attacks, saves, and checks, have all movement rates halved, and be forced to make a Concentration check (DC 15 + spell level) whenever they wish to cast a spell for the duration of the Transmogrification. At the end of the spell, they reassume their normal form.
Teppin's Leg Up Against the Competition
Evocation (Electricity)
Level: wiz/sorc 3
Componants: v, s
Casting Time: 1 action
Range: close (25' + 5' / 2 levels)
Duration: 1 round/level
Target: one spellcaster
Save: Fortitude Partial (see text)
SR: yes
The target is surrounded by an aura of electric energy which gives them a nasty shock whenever they attempt to cast a spell. Whenever the target casts a spell, they will take 1d6 of electricity damage per level of the spell which they attempted to cast. As usual, this forces a Concentration check to successfully cast the spell. (Those who succeeded at the Fortitude save only take 1 point of damage per spell level. Only one save is made against the Leg Up.) The target will not take more than 1d6/level (or 1/level) total points of damage in this way.
Thoughts?