RangerWickett
Legend
I'm making these spells for War of the Burning Sky, and I want to know whether they're balanced.
Like Lightning is inspired by lightning leap in Complete Mage, though with less damage and more mobility. Storm Shield is inspired by repelling shield in Complete Arcane, only it's higher level and thus gets to do some damage. Telekinetic thrust is just an adaptation of the psionic power of the same name, only I upped the level by 1, and slightly increased the weight limit.
Opinions?
New Spell – Like Lightning
Evocation/Transmutation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text.
You transform your body into lightning and fly a distance up to twice your land speed (perfect maneuverability). You do not provoke attacks of opportunity for this movement, and can travel through spaces occupied by creatures. Whenever you pass through a creature’s space, that creature must succeed a Reflex saving throw or take 1d6 points of electricity damage per two caster levels (maximum 10d6). Passing through a creature’s space more than once does not deal extra damage. Creatures with spell resistance have a chance to resist being affected by your lightning entirely. Once you have moved up to twice your base speed, you return to normal.
If you have the Spring Attack feat, at one point during your movement you may briefly turn solid again so you can make a single melee attack. If you do this, your movement is limited to your land speed instead of twice your land speed.
New Spell – Storm Shield
Abjuration/Evocation [Air, Electricity, Force]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: See text
Spell Resistance: See text.
You are protected by the fury of a thunderstorm. This spell functions like shield, granting a +4 shield bonus to AC and protecting against magic missiles. Additionally, whenever you are struck in melee combat, thunder, lightning, and wind blasts your attacker. If that creature fails a Reflex save, it takes d6 points of electricity damage and is knocked back 5 ft. Spell resistance applies to this effect.
New Spell – Telekinetic Thrust
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more objects or creatures with a total weight of 50 lbs./level or less.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can affect one or more objects or creatures by concentrating your mind upon them, sending them in a deadly hail at your foes – or simply by hurling your foe! You can hurl one object or creature per level (maximum fifteen separate targets), as long as all are within range and each is no more than 10 feet away from any other one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit a target of the hurled items with the items, applying your Intelligence modifier (or Charisma modifier if a sorcerer) to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you hurl one creature into another, both take the damage.
Like Lightning is inspired by lightning leap in Complete Mage, though with less damage and more mobility. Storm Shield is inspired by repelling shield in Complete Arcane, only it's higher level and thus gets to do some damage. Telekinetic thrust is just an adaptation of the psionic power of the same name, only I upped the level by 1, and slightly increased the weight limit.
Opinions?
New Spell – Like Lightning
Evocation/Transmutation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text.
You transform your body into lightning and fly a distance up to twice your land speed (perfect maneuverability). You do not provoke attacks of opportunity for this movement, and can travel through spaces occupied by creatures. Whenever you pass through a creature’s space, that creature must succeed a Reflex saving throw or take 1d6 points of electricity damage per two caster levels (maximum 10d6). Passing through a creature’s space more than once does not deal extra damage. Creatures with spell resistance have a chance to resist being affected by your lightning entirely. Once you have moved up to twice your base speed, you return to normal.
If you have the Spring Attack feat, at one point during your movement you may briefly turn solid again so you can make a single melee attack. If you do this, your movement is limited to your land speed instead of twice your land speed.
New Spell – Storm Shield
Abjuration/Evocation [Air, Electricity, Force]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: See text
Spell Resistance: See text.
You are protected by the fury of a thunderstorm. This spell functions like shield, granting a +4 shield bonus to AC and protecting against magic missiles. Additionally, whenever you are struck in melee combat, thunder, lightning, and wind blasts your attacker. If that creature fails a Reflex save, it takes d6 points of electricity damage and is knocked back 5 ft. Spell resistance applies to this effect.
New Spell – Telekinetic Thrust
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more objects or creatures with a total weight of 50 lbs./level or less.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can affect one or more objects or creatures by concentrating your mind upon them, sending them in a deadly hail at your foes – or simply by hurling your foe! You can hurl one object or creature per level (maximum fifteen separate targets), as long as all are within range and each is no more than 10 feet away from any other one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit a target of the hurled items with the items, applying your Intelligence modifier (or Charisma modifier if a sorcerer) to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you hurl one creature into another, both take the damage.
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