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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Two Electric Evocations
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<blockquote data-quote="Jeph" data-source="post: 1495360" data-attributes="member: 6738"><p><strong>Teppin's Forceful Shunning</strong></p><p>Evocation (electricity)</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25'+5'/2 levels)</p><p>Target: One creature or object</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Negates</p><p>Spell Resistance: Yes</p><p></p><p>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).</p><p></p><p><strong>Teppin's Superlative Shunning</strong></p><p>Evocation (electricity)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100'+10'/level)</p><p>Target: One creature or object</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Partial</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p>::</p><p></p><p>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?</p><p></p><p>Thanks,</p><p>--Jeff</p></blockquote><p></p>
[QUOTE="Jeph, post: 1495360, member: 6738"] [b]Teppin's Forceful Shunning[/b] 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). [b]Teppin's Superlative Shunning[/b] 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 [/QUOTE]
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Two Electric Evocations
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