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Some More New Spells(Even More Spells Added)
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<blockquote data-quote="Merlion" data-source="post: 877676" data-attributes="member: 10397"><p>Heres some more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p></p><p>Waterspout</p><p>Conjuration (Creation) [Water]</p><p>Level: Wiz/Sor 1, Dru 1</p><p>Components: V, S</p><p>Range: Close (25 ft, +5 ft/two levels)</p><p>Effect: Stream of water 1 ft in diameter)</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p></p><p>This spell causes a stream of pressurized water to project from the casters hand towards a single target. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The stream is treated as having a strength of 18+caster level and being Large size for this purpose. Additionally each round you maintain the spell, the target must make a Reflex save or unable to take any actions apart from defense, due to water splashing into the targets eyes, nose, and mouth. Aquatic creatures are not affected by this aspect of the spell.</p><p></p><p></p><p>Watery Fist</p><p>Conjuration (Creation) [Water]</p><p>Level: Dru 3, Wiz/Sor 3</p><p>Components: V, S</p><p>Range: Close (25 ft, +5 ft/2 levels)</p><p>Effect: Fist of Water</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: No</p><p></p><p>This spell conjures a Large fist made entirely of water that you can use to perform tasks or attack your enemies. The hand has a Strength score of 20+ your Wisdom, Intelligence, or Charisma modifier (for Druids, Wizards and Sorcerers respectively), and a base attack bonus equal to your caster level (although the hand never gains multiple attacks). Its armor class is equal to 9 + your relevant spellcasting ability score modifier. The hand has Damage reduction 10/magic.The hand takes double damage from fire-based attacks. You can command the hand to attack creatures in which case it deals 1d8 points of bludgeoning damage, plus its Strength bonus (at least +6). The hand can grapple creatures no larger than itself, and constrict for 2d8 damage per round, plus one and a half times its Strength bonus. You my also use the Hand to lift and move objects, break down doors, and perform other similar tasks.</p><p></p><p></p><p>Blizzard</p><p>Evocation [Cold, Water, Air]</p><p>Level: Dru 8, Elm 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Range: Long (400 ft, +40 ft/level)</p><p>Area: Cylinder ( 40 ft wide, 60 ft high)</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>This spell causes a storm of snow and ice to rage through the area of the spell. This has several effects on creatures in the area. All creatures take 4d6 points of damage each round of exposure. Additionally, any creature that takes damage from the spell is numbed with cold for the duration and can only take a single standard or move action each round. A creature is allowed a Fortitude save each round to reduce that rounds damage by half, and negate the numbing for that round.. Also, any creature attempting to move on the ground within the spells area must make a successful Balance check or Reflex save to avoid slipping on the ice and falling prone</p><p>Material Component: A white opal worth at least 500 GP</p><p></p><p></p><p>Bolts of Fire</p><p>Evocation [Fire]</p><p>Level: Dru 7, Elm 5, Wiz/Sor 5</p><p>Components: V, S</p><p>Range: Medium (100ft +10 ft/level)</p><p>Targets: One or more creatures or objects</p><p>Duration: 1 round/2 levels</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p>This spell allows you to project searing bolts of fire from your hands or eyes. The spell deals 1d6 damage per caster level, to a maximum of 15d6. You may divide this damage among individual bolts however you choose, but each bolt must deal at least 1d6 damage. A Reflex save is allowed to halve the damage. Additionally any creature that fails its save against a given bolt catches fire and continues to take 1d6 fire damage each round, until they succeed at a Reflex save.</p></blockquote><p></p>
[QUOTE="Merlion, post: 877676, member: 10397"] Heres some more :-) Waterspout Conjuration (Creation) [Water] Level: Wiz/Sor 1, Dru 1 Components: V, S Range: Close (25 ft, +5 ft/two levels) Effect: Stream of water 1 ft in diameter) Duration: Concentration, up to 1 round/level Saving Throw: See Text Spell Resistance: Yes This spell causes a stream of pressurized water to project from the casters hand towards a single target. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The stream is treated as having a strength of 18+caster level and being Large size for this purpose. Additionally each round you maintain the spell, the target must make a Reflex save or unable to take any actions apart from defense, due to water splashing into the targets eyes, nose, and mouth. Aquatic creatures are not affected by this aspect of the spell. Watery Fist Conjuration (Creation) [Water] Level: Dru 3, Wiz/Sor 3 Components: V, S Range: Close (25 ft, +5 ft/2 levels) Effect: Fist of Water Duration: Concentration, up to 1 round/level Saving Throw: See Text Spell Resistance: No This spell conjures a Large fist made entirely of water that you can use to perform tasks or attack your enemies. The hand has a Strength score of 20+ your Wisdom, Intelligence, or Charisma modifier (for Druids, Wizards and Sorcerers respectively), and a base attack bonus equal to your caster level (although the hand never gains multiple attacks). Its armor class is equal to 9 + your relevant spellcasting ability score modifier. The hand has Damage reduction 10/magic.The hand takes double damage from fire-based attacks. You can command the hand to attack creatures in which case it deals 1d8 points of bludgeoning damage, plus its Strength bonus (at least +6). The hand can grapple creatures no larger than itself, and constrict for 2d8 damage per round, plus one and a half times its Strength bonus. You my also use the Hand to lift and move objects, break down doors, and perform other similar tasks. Blizzard Evocation [Cold, Water, Air] Level: Dru 8, Elm 7, Sor/Wiz 7 Components: V, S, M Range: Long (400 ft, +40 ft/level) Area: Cylinder ( 40 ft wide, 60 ft high) Duration: Concentration, up to 1 round/level Saving Throw: See Text Spell Resistance: Yes This spell causes a storm of snow and ice to rage through the area of the spell. This has several effects on creatures in the area. All creatures take 4d6 points of damage each round of exposure. Additionally, any creature that takes damage from the spell is numbed with cold for the duration and can only take a single standard or move action each round. A creature is allowed a Fortitude save each round to reduce that rounds damage by half, and negate the numbing for that round.. Also, any creature attempting to move on the ground within the spells area must make a successful Balance check or Reflex save to avoid slipping on the ice and falling prone Material Component: A white opal worth at least 500 GP Bolts of Fire Evocation [Fire] Level: Dru 7, Elm 5, Wiz/Sor 5 Components: V, S Range: Medium (100ft +10 ft/level) Targets: One or more creatures or objects Duration: 1 round/2 levels Saving Throw: Reflex Half Spell Resistance: Yes This spell allows you to project searing bolts of fire from your hands or eyes. The spell deals 1d6 damage per caster level, to a maximum of 15d6. You may divide this damage among individual bolts however you choose, but each bolt must deal at least 1d6 damage. A Reflex save is allowed to halve the damage. Additionally any creature that fails its save against a given bolt catches fire and continues to take 1d6 fire damage each round, until they succeed at a Reflex save. [/QUOTE]
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