Ok heres a new batch of spells and some rewroked ones. I decided to totaly re do Disruption Blast, and I am(IMC) replacing Holy Smite with my Celestial Flames spell. Tell me what you think.
Disruption Blast
Evocation [Good]
Level: Sor/Wiz 3, Mys 3
Components: V, S
As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage.
Celestial Flames
Evocation [Good]
Mys 4, Sor/Wiz 5
Components: V,S,F
Range: Medium (100ft +10 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient lifeforms are not harmed by this spell.
Rain Of Fire
Evocation [Fire]
Wiz/Sor 6, Dru 7
Components: V, S, M
Range: Medium (100 ft +10 ft/level)
Area: Cylinder (40 foot radius 40 feet high)
Duration: Concentration, max 1 round/level
Saving Throw: Reflex Half
Spell Resistance: Yes
This spell causes intense flames to rain down in the area of effect. These flames deal 4d6 damage each round of the spell. A successful reflex save is required to halve the damage each round.
Material Component: a small amount of alcohol and phosphorus
Greater Ray of Frost
Conjuration (Creation)
Wiz/Sor 1
As Ray of Frost, accept this spell deals 1d4 cold damage per caster level, to a maximum of 5d4
Earth Rupture
Transmutation [Earth]
Sor/Wiz 3, Druid 4
Components: V, S, F
Range: Medium (100ft +10 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No
This spell causes the ground in the area of effects to explode upward forcefully. This deals 1d4 points of damage to everything in the area, and creatures in the area are knocked prone by the force of the upheaval. A successful reflex save halves the damage and allows the creature to keep its footing. This spell may only be cast upon an area of stone, clay, soil, or similar substance. It will not affect metal, although it will function through wooden flooring.
Stone Shards
Conjuration (Creation) [Earth]
Sor/Wiz 1, Dru 2
Components: V, S
Range: Medium (100ft +10 ft/level)
Targets: up to 5 creatures or objects, no 2 of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No
This spell conjures one or more shards of stone that you may project at enemies. You must succeed at a normal ranged attack roll to hit, with a +1 bonus per two caster levels (+1 at first level, +2 at third etc). Each shard does 1d6 damage, and the target must make a Fortitude save or be stunned for one round. You have one shard at 1st level, two at 3rd level, to a maximum of 5 at 9th caster level.
Earth Wave
Transmutation [Earth]
Sor/Wiz 5, Dru 6
Components: V,S,M
Range: Close (25 feet +5 feet/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No
This spell causes the ground in front of the caster to rise up in a wave that gains in strength and size as it moves away. Anyone caught in this area takes 1d4 points of bludgeoning damage per caster level, to a maximum of 15d4, and is knocked prone and stunned for one round by the impact. A successful Reflex save reduces the damage by half, and negates the knockdown and stun. This spell may only be cast on open ground, or through thin (2 inch thickness or less) wooden flooring.
Material Component: a bit of earth from the area the spell is to be cast upon.
Vortex
Transmutation [Air]
Sor/Wiz 1
Components: V, S
Range: Close (25 ft+ 5 ft/2 levels)
Effect: Column of wind 1 ft in diameter
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell causes a swirling vortex of air to project from the casters hand towards a single target of up to Large size. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The vortex is treated as having a strength of 18+caster level and being Large size for this purpose. The target is subject to the bull rush each round of the spell, but the damage occurs only upon first impact.
This spell does not function in an airless environment
Vacuum Burst
Transmutation [Air]
Wiz/Sor 4
Components: V, S
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
This spell evacuates the air from the area of effect for a brief moment, causing an explosive implosion of air. Creatures in the area take 1d6 damage per caster level (max 15d6) and are stunned for 1d4 rounds. A successful Reflex save halves the damage, and a successful Fortitude save negates the stun. This spell does not function in an airless environment
Whirlwind Blast
Transmutation [Air]
Wiz/Sor 6, Dru 7
Components: V, S
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: 1 round
Saving Throw: See Text
Spell Resistance: Yes
This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment