Jarval
Explorer
I originally posted these spells on the old boards a few months ago, but I thought I'd repost them to see if they need any improvement. Most have been rejigged slightly since their last version, and Deserts' Fury is a new spell.
Blood Mist
Necromancy
Level: Sor/Wis 5
Components: V, S
Casting Time: 1 action
Range: 10 ft
Area: 30' circular area of mist
Duration: 1 round/level
Saving Throw: Fortitude 1/2
Spell Resistance: Yes
You create a faintly red mist that drains the life from anyone in it. Any living creature (apart from the caster) in the area of the mist suffers 1d4 points of damage for each round spent in the mist. A successful Fortitude saving throw halves the damage. The caster the same number of temporary hit points as the spell deals. The temporary hit points last for the duration of the spell. It also has the same effects on vision and is effected by wind as the Obscuring Mist spell.
Deserts' Fury
Conjuration [Creation]
Level: Sor/Wis 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. radius burst
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A burst of hellishly superheated sand bursts out dealing 1d6 points of damage per caster level (maximum 15d6). Half of this damage is fire damage while the other half is piercing damage.
Material Component: A pinch of sand and small pieces of flint and steel.
Fist of Magma
Transmutation [Fire, Earth]
Level: Clr 3, Sor/Wis 2
Components: V, M
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Your unarmed attacks deal 1d4 points of bludgeoning damage and 2d4 points of fire damage for the duration of this spell. You are considered armed while this spell is in effect.
Arcane Material Components: A small piece of volcanic rock.
Fist of Stone
Transmutation [Earth]
Level: Clr 0, Sor/Wis 0
Components: V, M
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 minute/level (D)
Your unarmed attacks deal 1d4 points of normal (rather than subdual) bludgeoning damage for the duration of this spell. You are considered armed for the purposes of Attacks of Opportunity as if you had the Improved Unarmed Strike feat. You suffer a 10% arcane spell failure chance and -1 penalty to all Skill checks that use your hands while this spell is in effect.
Arcane Material Components: A pebble held in your hand.
Fist of the Sun
Transmutation [Fire]
Level: Clr 4, Sor/Wis 4
Components: V, F
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Your clenched fist is surrounded by a glowing nimbus of intense light. Your unarmed attacks deal 4d6 points of fire damage. The damage is doubled when applied to undead or fungus based creatures. You are considered armed while this spell is in effect. While this spell is in effect your hand sheds light as a torch.
Arcane Focus: A prism.
Quills
Transmutation
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
You grow spikes from your body. These spikes deal 1d4 points of damage on an unarmed attack, or 1d8 points of damage on a successful grappling attack. Anyone foolish enough to grapple you will take 1d8 points of damage for each round the grapple is maintained. You are considered armed while making unarmed attacks for the duration of this spell.
Sand Blast
Conjuration [Creation]
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 action
Range: 10 ft
Area: 10ft long cone
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A blast of sand and grit shoots from your outspread fingertips. Any creature in the area of the blast takes 1d3 point of damage per caster level (up to 5d3). Also, all creatures with their heads in the area must succeed a Reflex saving throw or be blinded for 1 round.
Sand Ray
Conjuration [Creation]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A ray of sand and grit shoots at high speed from your pointed finger. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d2 points of damage, and the target must make a Reflex saving throw or be blinded for 1 round.
Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Clr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the target creature to fall into a comatose slumber. The targeted creature may make a Will saving throw to negate this spell. This spell (unlike Sleep) has no maximum number of Hit Dice it can affect. It is treated like the sleep spell in all other aspects.
Material Component: A pinch of sand.
Spark
Evocation [Electricity]
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A spark of electrical energy jumps from your hand. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3 points of electrical damage.
Stunning Bolt
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of subdual damage.
For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage.
This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
This spell may be somewhat obsolete in the light of the Subdual Substitution feat from Tome & Blood
Tinder Touch
Evocation [Fire]
Level: Sor/Wis 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Your touch can set flammable material alight. Unattended objects receive no saving throw. If used against a creature, you must make a touch attack and the target receives a saving throw to negate the spell. If the saving throw is failed then the creature's clothes or hair are set alight, doing standard fire damage until extinguished.
Blood Mist
Necromancy
Level: Sor/Wis 5
Components: V, S
Casting Time: 1 action
Range: 10 ft
Area: 30' circular area of mist
Duration: 1 round/level
Saving Throw: Fortitude 1/2
Spell Resistance: Yes
You create a faintly red mist that drains the life from anyone in it. Any living creature (apart from the caster) in the area of the mist suffers 1d4 points of damage for each round spent in the mist. A successful Fortitude saving throw halves the damage. The caster the same number of temporary hit points as the spell deals. The temporary hit points last for the duration of the spell. It also has the same effects on vision and is effected by wind as the Obscuring Mist spell.
Deserts' Fury
Conjuration [Creation]
Level: Sor/Wis 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. radius burst
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A burst of hellishly superheated sand bursts out dealing 1d6 points of damage per caster level (maximum 15d6). Half of this damage is fire damage while the other half is piercing damage.
Material Component: A pinch of sand and small pieces of flint and steel.
Fist of Magma
Transmutation [Fire, Earth]
Level: Clr 3, Sor/Wis 2
Components: V, M
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Your unarmed attacks deal 1d4 points of bludgeoning damage and 2d4 points of fire damage for the duration of this spell. You are considered armed while this spell is in effect.
Arcane Material Components: A small piece of volcanic rock.
Fist of Stone
Transmutation [Earth]
Level: Clr 0, Sor/Wis 0
Components: V, M
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 minute/level (D)
Your unarmed attacks deal 1d4 points of normal (rather than subdual) bludgeoning damage for the duration of this spell. You are considered armed for the purposes of Attacks of Opportunity as if you had the Improved Unarmed Strike feat. You suffer a 10% arcane spell failure chance and -1 penalty to all Skill checks that use your hands while this spell is in effect.
Arcane Material Components: A pebble held in your hand.
Fist of the Sun
Transmutation [Fire]
Level: Clr 4, Sor/Wis 4
Components: V, F
Casting Time: 1 action
Range: Personal
Targets: You
Duration: 1 round/level (D)
Your clenched fist is surrounded by a glowing nimbus of intense light. Your unarmed attacks deal 4d6 points of fire damage. The damage is doubled when applied to undead or fungus based creatures. You are considered armed while this spell is in effect. While this spell is in effect your hand sheds light as a torch.
Arcane Focus: A prism.
Quills
Transmutation
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
You grow spikes from your body. These spikes deal 1d4 points of damage on an unarmed attack, or 1d8 points of damage on a successful grappling attack. Anyone foolish enough to grapple you will take 1d8 points of damage for each round the grapple is maintained. You are considered armed while making unarmed attacks for the duration of this spell.
Sand Blast
Conjuration [Creation]
Level: Sor/Wis 1
Components: V, S
Casting Time: 1 action
Range: 10 ft
Area: 10ft long cone
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A blast of sand and grit shoots from your outspread fingertips. Any creature in the area of the blast takes 1d3 point of damage per caster level (up to 5d3). Also, all creatures with their heads in the area must succeed a Reflex saving throw or be blinded for 1 round.
Sand Ray
Conjuration [Creation]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
A ray of sand and grit shoots at high speed from your pointed finger. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d2 points of damage, and the target must make a Reflex saving throw or be blinded for 1 round.
Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Clr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the target creature to fall into a comatose slumber. The targeted creature may make a Will saving throw to negate this spell. This spell (unlike Sleep) has no maximum number of Hit Dice it can affect. It is treated like the sleep spell in all other aspects.
Material Component: A pinch of sand.
Spark
Evocation [Electricity]
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A spark of electrical energy jumps from your hand. You must succeed at a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3 points of electrical damage.
Stunning Bolt
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of subdual damage.
For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage.
This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
This spell may be somewhat obsolete in the light of the Subdual Substitution feat from Tome & Blood
Tinder Touch
Evocation [Fire]
Level: Sor/Wis 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
Your touch can set flammable material alight. Unattended objects receive no saving throw. If used against a creature, you must make a touch attack and the target receives a saving throw to negate the spell. If the saving throw is failed then the creature's clothes or hair are set alight, doing standard fire damage until extinguished.