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.
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.