New Spells: Ice Armor, Aerial Transport, Energy Wave

Merlion

First Post
Three spells I just came up with. Two are elemental/energy spells to add to the list of my Elementalist class (at the bottom of the forum). One is just a general idea that sprang to mind.


Ice Armor
Conjuration (Creation) [Cold]
Level: Elm 3, Dru 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

This spell coats the subject in a layer of magical ice. This ice grants a +6 armor bonus to armor class. It has no armor check penalty or arcane spell failure. Additionally, the subject of the spell gains a resistance to fire equal to your caster level. Once the spell has absorbed a total of 10 points of fire damage per caster level (max 100 points) the spell ends.
Material component: a pinch of powdered quartz.

Aerial Transport
Conjuration (Creation) [Air]
Level: Elm 5, Dru 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: 0
Effect: Mass of clouds and air
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell conjures a swirling mass of clouds and air that will transport the caster and his allies. Up to one person per two caster levels may ride upon the transport (maximum 8). The caster may mentally command the movement of the transport, which flies at a speed of 60 feet. The transport cannot be harmed by any means, but a successful Dispell Magic spell will cause it to dissipate. If the duration ends or the spell is dispelled while the transport is in the air, those riding on it fall slowly floating to the ground at 60 feet per round for 1d6 rounds. If the subjects reach the ground in that time they land safely. If not, they fall the rest of the distance taking 1d6 damage for every 10 feet fallen.


Energy Wave
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Area: Cone shaped burst
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell unleashes a blast of pure magical energy, dealing 1d6 damage per caster level (max 20d6) to all in the area. A Reflex save is allowed for half damage.
 

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Ice Armor
Conjuration (Creation) [Cold]
Level: Elm 3, Dru 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (Harmless)
Spell Resistance: No

This spell coats the subject in a layer of magical ice. This ice grants a +6 armor bonus to armor class. It has no armor check penalty or arcane spell failure. Additionally, the subject of the spell gains a resistance to fire equal to your caster level. Once the spell has absorbed a total of 10 points of fire damage per caster level (max 100 points) the spell ends.
Material component: a pinch of powdered quartz.

I think I'd allow it. 3rd level sounds about right.

Aerial Transport
This one I'm much less sure of. Given the 3.5 limitation on movement powers, I'd be careful with allowing this. I don't think I'd let it into my game, or if so, at least at 6th level.


Energy Wave
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Area: Cone shaped burst
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell unleashes a blast of pure magical energy, dealing 1d6 damage per caster level (max 20d6) to all in the area. A Reflex save is allowed for half damage.
The unnamed damage is a bit powerful given the nature of the spell (big cone). I'd suggest making it named damage (say fire) or making it level 8 or making it d4 damage per level. You could also do a fairly nasty mechanical thing and claim that pure magic has a harder time overcoming SR and give the caster a penalty (-3 or -4 perhaps?) to overcoming SR.
 

This one I'm much less sure of. Given the 3.5 limitation on movement powers, I'd be careful with allowing this. I don't think I'd let it into my game, or if so, at least at 6th level.

Given that Overland Flight is an utter joke, I'm not to worried about it.


The unnamed damage is a bit powerful given the nature of the spell (big cone).

I actualy see the cone thing as a bit of a disadvantage. Its rather unwieldy...has no fine control at all. If your friends are between you and your enemies, you have a problem.


I'd suggest making it named damage (say fire)

This would make it pretty much entirely a different spell. And one that already basicaly exists...namely Empowered Energy Substituted Cone of Cold.


or making it level 8 or making it d4 damage per level

I dont really think this is neccsary. its really a very basic spell...area effect damage, does the proper cap for its level, reflex half. the only advantage it has is unnamed damage, which honestly isnt that big a deal since most things dont have energy resistances anyway. Many do, but the bulk do not. As a 7th level spell I think doing the bare basics and having a small advantage like that is acceptable.
 

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