herald
First Post
I'm thinking of adding these spells and magic weapon types to my game.
Please give them a review to let me know what you think.
Energetic Strike
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A touch from the character's hand, which glows with yellow energy, disrupts the life force of creatures. Each touch channels positive energy that deals 1d6 points of damage and possibly also 1 point of temporary Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.) The character can use this melee touch attack up to one time per level.
The spell has a special effect on undead creatures. Undead are affected as above, but immune to the Constitution loss (as they don't have Constitution scores). If hit they must make an addtional successful Will saving throw or act as if knocked back 5 feet as if Bull Rushed.
Positive Energy Ball
Evocation [Positive Energy]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A Positive Energy Ball spell is a burst of positive energy that detonates silently and deals 1d6 points of positive energy damage per caster level (maximum 10d6) to all creatures within the area. The explosion creates almost no pressure.
The character points a finger and determine the range (distance and height) at which the positive energy ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the positive energy ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Undead creatures struck by this spell take 1d10 points of damage (maximum 10d10) to all creatures within area.
Striking
A striking weapon always looks like it’s in motion, even lying still. Striking weapons deal +1d6 points of damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the bonus damage upon their ammunition.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, energetic strike or positive energy ball; Market Price: +1
Superior Striking
A superior striking weapon functions as a striking weapon that profoundly wounds upon striking a critical hit. Superior striking weapons deal +1d10 points of positive energy damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus damage instead, and if the multiplier is x4, add +3d10 points of bonus damage. Bows, crossbows, and slings so enchanted bestow the bonus damage upon their ammunition.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, energetic strike or positive energy ball; Market Price: +2
Please give them a review to let me know what you think.
Energetic Strike
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A touch from the character's hand, which glows with yellow energy, disrupts the life force of creatures. Each touch channels positive energy that deals 1d6 points of damage and possibly also 1 point of temporary Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.) The character can use this melee touch attack up to one time per level.
The spell has a special effect on undead creatures. Undead are affected as above, but immune to the Constitution loss (as they don't have Constitution scores). If hit they must make an addtional successful Will saving throw or act as if knocked back 5 feet as if Bull Rushed.
Positive Energy Ball
Evocation [Positive Energy]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A Positive Energy Ball spell is a burst of positive energy that detonates silently and deals 1d6 points of positive energy damage per caster level (maximum 10d6) to all creatures within the area. The explosion creates almost no pressure.
The character points a finger and determine the range (distance and height) at which the positive energy ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the positive energy ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Undead creatures struck by this spell take 1d10 points of damage (maximum 10d10) to all creatures within area.
Striking
A striking weapon always looks like it’s in motion, even lying still. Striking weapons deal +1d6 points of damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the bonus damage upon their ammunition.
Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, energetic strike or positive energy ball; Market Price: +1
Superior Striking
A superior striking weapon functions as a striking weapon that profoundly wounds upon striking a critical hit. Superior striking weapons deal +1d10 points of positive energy damage on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus damage instead, and if the multiplier is x4, add +3d10 points of bonus damage. Bows, crossbows, and slings so enchanted bestow the bonus damage upon their ammunition.
Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, energetic strike or positive energy ball; Market Price: +2
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