Teppin's Forceful Shunning
Evocation (electricity)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25'+5'/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes
The caster traces a rune of power in the air, which glows blue and yellow. A blast of electric energy shoots out from the rune to strike the target unless they make a successful Reflex save, in which case the blast misses and dissipates into the air. On a failed save, the target takes 1d4 points of electricity damage per caster level, max 10d4, and is hurled backwards 10 feet. A successful Balance or Tumble check (DC 15) is required to maintain footing after the blast (failure indicates that the target falls prone).
Teppin's Superlative Shunning
Evocation (electricity)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes
The caster traces a more powerful and complex rune, from which a tumultuous blast of lightning springs forth to strike the target. On a failed save, the target is dealt 1d6 points of electricity damage per caster level (max 15d6) and thrown backwards 30 feet. If they make a successful reflex save they may avoid it partially, taking only half damage and not being thrown. A target that fails their save must succeed at a Tumble or Balance check (DC 25) or lose their footing and fall prone.
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The Superlative Shunning I'm pretty sure of, using the Orb spells in Tome and Blood as a basis for comparison (15d6 single creature cap plus side effects, replace touch attack with save). However, I really don't know about the Forceful Shunning. The damage seems right, but do you think the side effect is to great for a level 2 spell? I tried to balance it out by letting a save negate the lesser version. If you think it's too powerful, what changes would you suggest to keep it at level 2?
Thanks,
--Jeff
Evocation (electricity)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25'+5'/2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes
The caster traces a rune of power in the air, which glows blue and yellow. A blast of electric energy shoots out from the rune to strike the target unless they make a successful Reflex save, in which case the blast misses and dissipates into the air. On a failed save, the target takes 1d4 points of electricity damage per caster level, max 10d4, and is hurled backwards 10 feet. A successful Balance or Tumble check (DC 15) is required to maintain footing after the blast (failure indicates that the target falls prone).
Teppin's Superlative Shunning
Evocation (electricity)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes
The caster traces a more powerful and complex rune, from which a tumultuous blast of lightning springs forth to strike the target. On a failed save, the target is dealt 1d6 points of electricity damage per caster level (max 15d6) and thrown backwards 30 feet. If they make a successful reflex save they may avoid it partially, taking only half damage and not being thrown. A target that fails their save must succeed at a Tumble or Balance check (DC 25) or lose their footing and fall prone.
::
The Superlative Shunning I'm pretty sure of, using the Orb spells in Tome and Blood as a basis for comparison (15d6 single creature cap plus side effects, replace touch attack with save). However, I really don't know about the Forceful Shunning. The damage seems right, but do you think the side effect is to great for a level 2 spell? I tried to balance it out by letting a save negate the lesser version. If you think it's too powerful, what changes would you suggest to keep it at level 2?
Thanks,
--Jeff
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