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Some spells for review [3.0]

Cedric

First Post
Hayden’s Hyper Missile Swarm
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: Standard action
Range: Long (400 ft + 40 ft/level)
Targets: Up to 5 creatures, no 2 of which may be more than 60 ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Five missiles of magical energy darts forth from your fingertip and strike your target(s), dealing 3d4+3 points of force damage each.
The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

Multiple missiles can strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Special: Upon striking a Shield spell, the missile makes a standard dispel magic check. On a successful attempt, the Shield spell is taken down as that single missile is blocked. On a failed attempt the missile is blocked. Each successive missile gets its own check.

Special: Upon striking a Wall of Force, the rules are as above, though the dispel magic attempt is made with a penalty of -10.



Call of the Sunspawn
Conjuration [Light, Fear]
Level: Clr 8, Sun 8
Components: V, S, DF
Casting Time: Full Round action
Range: Long (400 ft + 40 ft/level)
Area: 240-ft. radius
Duration: 10 min/level (D)
Saving Throw: Will Partial
Spell Resistance: No

Call of the Sunspawn causes a 240-ft. radius area to erupt with natural sunlight from above, dim light extends for an additional 240-ft radius beyond that. Creatures that take penalties or suffer negative affects of sunlight also take them within the 240-ft. radius of this spell. This spell is natural sunlight for the purposes of creatures that are damaged or destroyed by bright light.

Call of the Sunspawn begins with the loud roar of a lion and the following round the sky erupts with Sunlight. Undead creatures and creatures affected by sunlight or ultraviolet light within the area of affect must make a Will saving throw or be affected as if by Fear for d4+1 rounds. This includes creatures normally immune to mind-affecting spells.

Call of the Sunspawn counters or dispels any darkness spell below 9th level.


Wings of the Wayfinder
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: Standard action
Range: Personal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

The caster can fly with a speed of 240 feet (or 180 feet if wearing medium or heavy armor). The caster can fly up at half speed and descend at double speed. The caster’s maneuverability rating is perfect. Using this spell requires as much concentration as walking, so the caster can attack or cast spells normally. The caster can charge but not run, and cannot carry aloft more weight than maximum load, plus any armor being worn.

Should the spell duration expire while the caster is still aloft, the magic slowly fails. The caster drops 60 feet per round for 2d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it drops the rest of the distance. Since dispelling a spell effectively ends it, the caster also falls in this way if the spell is dispelled.


Solisitian’s Searing Blast
Evocation
Level: Clr 6, Sun 6
Components: V, S, DF
Casting Time: Standard action
Range: 60 ft. Cone
Area: Cone shaped burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

Focusing divine power like rays from the sun, you project a blast of light from your open palm in a cone shaped burst. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 10d8). An undead creature takes 1d6 points of damage per caster level (maximum 20d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 20d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 10d6).


Banir’s Whimsey
Universal
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: Standard action
Range: 20 ft.
Target, Effect or Area: See Text
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Yes

Similar to Prestidigitation once cast, a Banir’s Whimsey spell enables you to perform simple magical effects for 1 hour/level. The effects are moderate and have limitations. Banir’s Whimsey can lift 1 lb/level of material or can apport 1 lb/level of material up to 20 ft. It can color, clean, or soil items in a 1-foot cube/level each round. It can chill, warm, or flavor 1 pound/level of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Small, simple objects can be created. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour/level. Can create aromas, mists, vapors, smoke, but not to the point of obscuring or damaging anything and can raise or lower temperature by 10 degrees in 20 ft. radius.

As a free action, once per round, it can duplicate the effects of Mimic, Mending, Open/Close, Light, Dancing Lights, Ghost Sound, Silent Image, Ventriloquism and Hold Portal.

Any subject affected by Banir’s Whimsey[/i[ is due a Will save to negate the effect.
Arcane Focus: Large, decorative wand with adornments worth at least 400gp.
 

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Hyper Missiles: note the verb forms (darts, strikes - should be plural)
Call of the Sunspawn: does this spell function underground? Note that "spawn" has negative connotations.
Wings of the Wayfinder: basically a better fly spell, no?
Searing Blast: I think normal targets should get 1d4 damage, undead 1d6 and light vulnerable undead. That way a zombie won't be better off than an orc.
 

Hyper Missiles: note the verb forms (darts, strikes - should be plural)

Thanks, I changed this from a variable number of missiles to a set number and forgot to change that.

Call of the Sunspawn: does this spell function underground? Note that "spawn" has negative connotations.

It would be a bit strange, but it would work underground. This is based on an event that occurred in our campaign when a npc Paladin, whose father was the Sun God, accepted his divine heritage and became a god in his own right. His name was Irahl Sunspawn. During the middle of night in an epic battle he called on his father so that he could accept his heritage.

When his father, the Sun God showed up...well, night became day while they talked. So the spell is based off of that event. Irahl Sunspawn, when he ascended to godhood, took the alternate form of a 50ft tall Flaming Lion, hence the roar.

Wings of the Wayfinder: basically a better fly spell, no?

Yup, just an upgrade to fly that I never intend to share in the campaing world...it's going to remain personal. For reference, my character was referred to in prophecy as the Wayfinder.

Searing Blast: I think normal targets should get 1d4 damage, undead 1d6 and light vulnerable undead. That way a zombie won't be better off than an orc.

Ahh, the Orc would take a max of 10d8, the Zombie 20d6. Living creatures that aren't susceptible to light take 1d8 per two levels.

Cedric
 

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