Post by Talathel Norovir on Jul 6, 2013 1:50:22 GMT -5
The pirate lord known as the Master of the Gales is one of the most formidable druids in the Inner Sea region, and as such has learned to drawn on the power of the sea and storm in ways few others can. The following are new spells, originally discovered by the Master of Gales, and shared with some of his crew and other associates.
While these spells are in theory available to any caster capable to preparing/casting spells of the appropriate class and level, in practice they are rarely found outside of the crew of the Master of Gales’ fleet.
(For ease of balance, rather than writing new spells, I just reflavored some existing ones, with some small alterations here and there, in the case of things no longer making sense with the new element; mostly, they no longer set things on fire or shed as much light... For ease of reference, the original spell is listed parenthetically after the name of the new spell.)
Abendego’s wraith (flame strike)
School evocation [electricity]; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (10-ft. radius, 40-ft. high)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
Abendego’s wraith calls down a bolt of divine lightning. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is electricity damage, but the other half results directly from the supernatural power of the Eye of Abendego itself, and is therefore not subject to being reduced by resistance to fire-based attacks.
Storm saber (flame blade)
School evocation [electricity]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Effect sword-like lightning bolt
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A 3-foot-long, crackling bolt of lightning crackles to life in your hand. You wield this blade-like bolt as if it were a scimitar. Attacks with the storm saber are melee touch attacks. The blade deals 1d8 points of electricity damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage.
Stormthrower (produce flame)
School evocation [electricity]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect small thunderhead in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A small, rumbling thunderhead gathers in your open hand. Bright arcs of lightning flash within the clouds, shedding flickering light as bright as a torch. This harms neither you nor your equipment.
In addition to providing illumination, the tiny storm can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing electricity damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the thunderhead up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the clouds than a new one gathers in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.
Thunderhead (flaming sphere)
School evocation [electricity, sonic]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (twig, glass ball, and powdered copper)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
DESCRIPTION
A small, dark, menacing cloud appears on the ground and drifts in whichever direction you point, buffeting anyone who’s path it crosses. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage and 1d6 points of sonic damage to that creature, though a successful Reflex save negates that damage. A thunderhead rolls over barriers less than 4 feet tall.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and rumbles. The clouds roil as it drifts, but the winds are so highly localized that the cloud does not cause damage except by its thunder, and lightning. It cannot push aside unwilling creatures or batter down large obstacles. A thunderhead immediately dissipates if it exceeds the spell's range.
While these spells are in theory available to any caster capable to preparing/casting spells of the appropriate class and level, in practice they are rarely found outside of the crew of the Master of Gales’ fleet.
(For ease of balance, rather than writing new spells, I just reflavored some existing ones, with some small alterations here and there, in the case of things no longer making sense with the new element; mostly, they no longer set things on fire or shed as much light... For ease of reference, the original spell is listed parenthetically after the name of the new spell.)
Abendego’s wraith (flame strike)
School evocation [electricity]; Level druid 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area cylinder (10-ft. radius, 40-ft. high)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
Abendego’s wraith calls down a bolt of divine lightning. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is electricity damage, but the other half results directly from the supernatural power of the Eye of Abendego itself, and is therefore not subject to being reduced by resistance to fire-based attacks.
Storm saber (flame blade)
School evocation [electricity]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Effect sword-like lightning bolt
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A 3-foot-long, crackling bolt of lightning crackles to life in your hand. You wield this blade-like bolt as if it were a scimitar. Attacks with the storm saber are melee touch attacks. The blade deals 1d8 points of electricity damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage.
Stormthrower (produce flame)
School evocation [electricity]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect small thunderhead in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A small, rumbling thunderhead gathers in your open hand. Bright arcs of lightning flash within the clouds, shedding flickering light as bright as a torch. This harms neither you nor your equipment.
In addition to providing illumination, the tiny storm can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing electricity damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the thunderhead up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the clouds than a new one gathers in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.
Thunderhead (flaming sphere)
School evocation [electricity, sonic]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (twig, glass ball, and powdered copper)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter cloud
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
DESCRIPTION
A small, dark, menacing cloud appears on the ground and drifts in whichever direction you point, buffeting anyone who’s path it crosses. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of electricity damage and 1d6 points of sonic damage to that creature, though a successful Reflex save negates that damage. A thunderhead rolls over barriers less than 4 feet tall.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and rumbles. The clouds roil as it drifts, but the winds are so highly localized that the cloud does not cause damage except by its thunder, and lightning. It cannot push aside unwilling creatures or batter down large obstacles. A thunderhead immediately dissipates if it exceeds the spell's range.