Two Electric Evocations

Jeph

Explorer
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.

::

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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I personally think these spells should be ray spells, no save (it's just odd to see the bolt go through two melee combatants to strike the wizard at the rear).

Being hurled back provokes AoOs if they move out of a threatened square (which furthers my point about making it a ray spell; unless they have precise shot and line of fire they'll have to suck up penalties), which can be pretty powerful.

It's powerful, potentially more powerful than scorching ray (AoOs). If you make it a Ray spell with no save it may be too weak. Your call.
 

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