A specific 'Elemental Lace' concept spell.
Elemental Missile
Evocation [Force and either Acid, Cold,
Electricity, Fire or Sonic]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100
ft. + 10 ft./level)
Target: Up to five creatures, no two of which
can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
As Magic Missile in all particulars, save
that at the time of casting the caster can choose to lace the missiles with
one form of elemental energy. All missiles have to be the same form
of energy, and each counts seperately for elemental resistance, they do not
'stack' to bypass energy resistance.
The choices are Fire, Electrical, Acid, Sonic or Cold, and each missile
does the normal 1d4+1 Force damage, accompanied by +1d6 of the appropriate
elemental damage. Thus
the caster might choose to create Flame Missiles, each doing 1d4+1 Force damage
+1d6 Fire damage, or to create Sound Missiles, each doing 1d4+1 Force damage
+1d6 Sonic damage. In any
case, the form of energy the missiles are laced with is obvious when they
are cast. Fire missiles leave a trail
of smoke and flames, bursting like tiny fireballs
when they hit, while sound missiles travel with an ear-piercing shriek and
a thunderous explosion of sound out of all proportion to the force
of their impact when they strike.
Arcane Focus: Either a coal from a fire set
by the casters own hand, a vial of meltwater, a small chunk of sand fused
into glass by a lightning strike, bile harvested from the casters mouth (or
a dead spellcaster, if the current caster is unable to produce digestive acids,
say, if he is undead) or the power of the spellcasters voice, depending on
the casting desired. Note that to empower sonic missiles, the spellcaster
loses vocal ability for the remainder of the round, even if the spellcasting
itself was Quickened or Silent.
*******
Magic Items inspired by the Ring of Blue Conjures
and the Ring of Red Conjures
Celestial Ring
Any summoned celestial creatures are of maximum
hit points, and the wearer is able to communicate telepathically
with any creature that is able to speak Celestial (even if he does
not normally speak Celestial) within 100 feet.
This ring appears as many thin wires of colored
metal that prove to be three interwoven bands of gold, one of red
gold, one of white gold and one of yellow gold, each wrapping multiple
times around the finger and interweaving with each other.
In the center is a gemstone that resembles an ornately carved
pearl, in the shape of a maiden or bearded man, with opalescent
eyes that shine with a dim glow in darkened areas (not even enough to read
by, just noticeably so), surrounded by tiny flecks of diamond,
stones smaller than particles of sand, sparkling within the 'hair'
and / or 'beard' that frame the figures face.
Band of the Underworld
Any summoned fiendish creatures are of maximum
hit points, and the wearer is able to communicate telepathically
with any creature that is able to speak Infernal or Abysal (even
if he does not normally speak Infernal or Abysal) within 100 ft.
This ring is a lumpy black iron construction,
smooth on the inside, but blocky and hard-edged on its outer surface.
In the center broods a featureless oval of blood red ruby that smell
faintly of smoke. It is flat and set
deeply within a nest of small sharp iron spikes and rusty razor-edges,
making it unsafe to actually touch the stone, which feels warm and wet
to one who is willing to risk the inevitable tiny cuts that result.
A fire seems to be burning inside it, and to close observation,
there appears to be a figure writhing inside the fire...
Strength of the Earth Lords
This 'ring' is actually a large stone bracelet
for a humanoid sized caster (it sizes itself to fit the finger of a Huge or
larger humanoid, but can only be worn on the wrist of a Large or smaller caster).
It can be activated once / day during spellcasting as a Free Action to enlarge
the creatures being summoned by its wearer. Each creature summoned by any
single Summon Nature's Ally spell (it does not affect the Outsiders called
by the Summon Monster line of spells) is increased one size category, with
all attendent statistic enhancements (even if such a size of creature would
not normally be possible). For a naturally Large size user (not one temporarily
in a Large form), it can be activated twice / day, and for a Huge sized or
larger wearer, three times. A Small or smaller user cannot fit the item on
its wrist, and it's magic will not activate for them. If multiple creatures
are summoned by a single casting, for instance if a 10th level Druid cast
a Monster Summoning V to call up 1d4+1 Dire Badgers, the power of the bracer
would enlarge all of them to Size Large, modifying them by +8 Str, +4 Con,
+2 Natural Armor, -2 Dex and -1 to AC / Attacks due to the size increase.
Instead of clawing for 1d4+2 and biting for 1d6+1, each Size Large Dire Badger
would claw for 1d6+6 and bite for 1d8+3.
Fiendish Essence
A single-use 'potion' that can be used as
an additional material component during the casting of any Summon Monster
spell that calls up a Fiendish template creature (but not an actual Demon,
Devil or Outsider). It engenders the creature summoned with Fiendish might
from the lower planes, strengthening it with the blood of powerful Fiends
during it's brief stay in the casters plane. For the duration of the Summon
Monster spell, in addition to the Fiendish template, it gains the advantages
of the Half-Fiend template (the multiple instances of darkvision, cold resistance
and fire resistance do not stack, use the more advantageous Half-Fiend numbers
for resistances). This viscous substance generally appears as a yellowish
bile or greenish ichor and remains warm to the touch, even through it's cloudy
vial.
[A Fiendish Dire Tiger with the Half-Fiend
template added on is mean. Bad kitty.]
*******
Monte's version of Acidic Curse grossed me
out me. I'm a wimp.
Acidic Curse
Transmutation [Acid]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with a digestive
system
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause a victims digestive acids to momentarily
increase in potency, both damaging and nauseating the creature. Creatures
who fail their fortitude save take 1d6 points of Acid damage and are Nauseated
for 1 round. Those who save are unnaffected, feeling only a rush of bile.
Material Component: A small citrus fruit or
dried tomato.
*************************
Feats
Persistant Conjuration [Metamagic or Psionic]
Exactly like the Persistant Spell feat, but
affecting the Summon Monster, Summon Nature's Ally, Summon Undead
or Summon Ectoplasmic whatever spells / powers.
Elemental Lace: Conjuration [Eldritch]
Someone with this Feat can enhance his elementally
conjured creations, allowing them an additional +1d6 of elemental
damage on one attack / round (activated as a Free Action on any
successful strike during that round), as well as 5 points of Resistance versus
that elemental damage form (that stacks with any energy resistance
they already possess, as an inherent bonus).
Elemental creatures include Fire, Earth, Air
and Water, which can only be laced with the appropriate forces
of Fire, Acid, Lightning and Cold.
Celestial creatures are enhanced with positive
energy, which does half damage to living creatures, no damage to
constructs, and double damage to undead (so +1d3 to living foes, +2d6
to undead). Infernal creatures are
enhanced with negative energy, which does +1d6 damage damage to
living foes, no damage to constructs and heals a like amount of damage to
undead. As this attack is activated on a single attack at
the creatures discretion, it may be foregone if a Fiendish creature does not
want to heal an undead target, for example.
Manual of the Planes elementals of Ice use
Cold and elementals of Wood gain a damage resistance of 5/+5 against weapons
whose striking surfaces are composed of wood (staves and clubs,
for instance, which stacks with any other source of damage resistance) as
well as an additional +1d6 piercing damage from thorns on one attack
per round.
*******
There were some spiffy combination spell ideas,
like Coldscream and Flaming Corrosion. I wanted more.
Thunderbolt
Evocation [Electrical/Sonic]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
Dimensions as a Fireball, but damage is 1/2
Sonic and 1/2 Electrical. Any person
the Thunderbolt specifically centers on is stunned for 1 round
if he fails his saving throw, and deafened for 1d4 rounds in any
event. For every odd numbered level, a d6 of
Electrical damage is generated, for every even numbered level, a d6 of Sonic
damage is generated, so that the Thunderbolt of a 7th level caster
inflicts 4d6 Electrical and 3d6 Sonic damage, to a maximum of 14d6
total (7d6 of each) at 14th level.
*******
Sun Bolt
Evocation [Fire/Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
or Intermediate (50 ft. + 5 ft./level)
Area: 5 ft. wide to Medium range or 10 ft.
wide to Intermediate range
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Creates a bolt of solar plasma equal in dimensions
to a Lightning Bolt that inflicts 1d6 damage / level, but half of that damage
is from Force damage and half is from Fire damage.
The Force damage cannot be saved against, but the Fire damage
allows a saving throw for half damage. Assume
that for every odd numbered level, a d6 of Fire damage is generated,
and for every even numbered level, a d6 of Force damage is generated,
as a massive wave of heat and flame follows behind a wall of battering force.
A 7th level caster creates a Sun Bolt that does 3d6 of Force damage
+ 4d6 (Fortitude save for half) of Fire damage, to a maximum of 14d6 (7d6
Force damage + 7d6 (save for half) Fire damage) at 14th level. This bolt travels too fast to be
avoided by a Reflex save, but a Fortitude save to resist some of the Fire
damage still applies.
*******
Dragons Blood
Evocation [Fire/Acid]
Level: Sor/Wiz 4
Components: V, S, M or F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
or Medium (100 ft. + 10 ft./level)
Area: Cone to Close range or a 5 ft. wide
line out to Medium range
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
As Flaming Corrosion.
It appears as a massive gout of blood, belched forth from the casters
mouth, superheated and reeking of powerful spices and acrid fumes.
Within seconds of touching air, it explodes into fire and
burns itself and anything it touches away instantly, leaving behind
only burning wounds and the stench of dragons blood. The spell inflicts
1d6 Acid damage / odd caster level and 1d6 Fire damage / even caster level,
so that the Dragons Blood attack of a 7th level caster would inflict
4d6 Acid damage and 3d6 Fire damage, up to 14d6 (7d6 of each damage
type) at 14th level. The burning blood can be belched
forth as a Close range Cone or a 5 ft wide stream out to Medium
range.
Material Component: A flask of strong
acid mixed with Alchemists Fire (useless as either, once mixed).
Arcane Focus: A flask of blood and spittle
from a fire-breathing dragon can be used in lieu of the Material Component,
and is not used in the spells casting.
********
Cry of Night
Evocation [Coldl/Sonic]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
As Coldscream.
Accompanied by the wail of a thousand tortured souls and a reeking
carrion wind that doesn't generate cold or ice, so much as suck
the heat and essence from all creatures in the area of effect,
like some cold wind of death. All
in the Close range cone of effect suffer 1d6 of cold damage / odd
level and 1d6 damage of Sonic damage / even level, to 6d6 of each at 12th
level. Creatures within the target area of less than 6 HD
and must make an additional Will save or be Panicked for a single
round and then Shaken for 1d4 rounds thereafter.
Even if they save, they are still Shaken for 1d4 rounds
by the horrifying keening and ghastly images that accompany the dark wind.
The spectral 'wind' created by this spell does not affect unliving material,
but can be clearly felt by the living.
Arcane Focus: The skull of a woman that
lived to see the death of her children.
********
Alcahest
Evocation [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Creates a Cone of Acid to Close range, inflicting
1d6 damage / level (maximum 15d6). This
is not merely acid, but the 'universal solvent' of lore, the alchemical
essence of acid, of pure liquified destruction.
No damage inflicted by alcahest can be healed (or affected by Fast
Healing) naturally or herbally, magical healing is required.
A target failing his saving throw vs Alcahest additionally
suffers 1d6 ability damage to Strength, Dexterity or Constitution
(determine randomly for each lost ability point, so that someone who loses
4 points may lose 1 from Strength, 2 from Dexterity and 1 from
Constitution, for example). This
ability damage also will not naturally recover, but must be magically cured
with Lesser Restoration, or other magics.
Material Component: A flask of strong
acid.
[A Ray version to close range affecting one
target would be 3rd level.]
********
Spells inspired by the class powers of the
Embermage.
Burning Touch
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Duration: Special
Saving Throw: None
Spell Resistance: Yes
You empower your hands with the ability to
ignite with flames that do not harm you or your equipment, but
inflict Fire damage equal to 1d4+1 hit point / caster level (up to 1d4+5 maximum).
The flames only last one round, but you may touch multiple foes during
a given round, assuming your BAB allows multiple attacks. The flames can set flammable objects, like
paper, alight, but do not affect items worn or carried by the caster at the
time the spell is cast. This spell, once cast, remains 'on hold' for
up to 1 minute / level, until it is discharged, or lost (as per a standard
Discharge spell, if the caster chooses to cast another spell instead). Unlike
a traditional Discharge spell, such as Shocking Grasp, it can be discharged
(activated as a Free Action) multiple times in a single casting. At 1st level,
it can be activated (as a Free Action) a single time, with one additional
activation per odd level, to a maximum of five activations at 9th level, each
lasting a single round.
Material Component: Some lantern oil spread
over the casters hands.
*********
Fingers of Fire
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to five targets, no two of which
can be more than 10 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster produces jets of flame from his
fingers that travel up to Close range and inflict 2d6 Fire damage
(no save) when they hit. He produces
1 burst / odd level (so two bursts at 3rd level, to a maximum of
5 bursts at 9th level). Each burst requires
a seperate ranged touch attack to hit, even if multiple
bursts are aimed at the same target. For the purposes of Elemental Resistance
effects, each burst counts as a seperate attack.
[A 3rd level version creates up to 10
bursts at 19th level, and allows any or all of them to be 'stacked' onto a
single target, counting as one attack for both ranged touch attack purposes,
and elemental resistance purposes. So a 14th level caster would produce 7
bursts, each inflicting 2d6 damage, and could choose to stack 3 of them on
one target, and the other 4 on another, making only a single ranged touch
attack versus each, and inflicting 6d6 damage on the first and 8d6 damage
on the second. Or he could choose to keep them divided, if the foe had no
elemental resistance, but wasn't easy to hit, allowing him a better chance
to get some of them to hit.]
*********
Armaments of Flame
Evocation [Fire]
Level: Drd 3
Components: V, S, DF
Casting
Time: 1 action
Range: Touch
Effect: Sword and shield of flame
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: Yes
The caster spits forth two items of living
flame, one equaling the Flame Blade spell in effect, and the second
forming into a flaming shield that confers a +3 Armor bonus and
has no weight, armor check penalty or spell failure chance. Otherwise this
spell acts in all particulars as Flame Blade.
*********
Eyes of Fire
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: A line 5 ft. wide out to Medium range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster releases a sweeping gout of elemental
fire, the very essence of fire itself. All
within must make a Reflex save or suffer 1d6 / caster level (to a 10d6 maximum).
This fire is so hot that those immune to Fire damage still take half
damage, and those with Elemental Resistance to Fire have only half
of their normal Resistance versus these flames.
*********
Elemental Shroud
Changed to an enchantment to be performed
to create an Animated Dead with elemental properties, by subjecting
a living creature to a tortuous execution by that elemental form,
while summoning and binding a minor evil elemental entity (such as a Mephit)
to its dying agonies. To
create the 'burning dead,' the necromancer must burn someone to death while
conjuring these evil fire spirits to 'enjoy' the agonies of the
dying man, and entrapping one of them within his body at the moment
of death, giving it the properties of a Zombie with Fire abilities
appropriate to an Elemental template creature of equal Hit Dice. Techniques
so far discovered involve burying a target alive / pressing them to death
under heavy stones to produce an Earth Elemental template Zombie, drowing
one to produce a Water Elemental Zombie (called 'the Drowned' or 'Drowned
Ones'), freezing one in ice to create frozen Cold Elemental Zombies and the
aforementioned 'burned ones.' Research continues apace with the Necromancer
Non seeking a method to imbue elemental powers related to Acid into a Zombie.
Thus far he has not yet retained enough of an intact corpus to complete the
animation and the Mephits of Ooze escaped unbound. He has created a single
Steam Mephit-imbued 'Poached' Zombie, merely to be thorough, by boiling someone
alive, but found no practical use for the creature, which fairly quickly fell
apart as the flesh sloughed from it's bones. Non does not have access to a
source of molten stone to attempt to bind Magma mephits, cannot afford to
pack someone in expensive salt to dehydrate them to death and attempt a Salt
Zombie, and has not yet found an effective way to kill someone in such a way
to attract Air Mephits. Merely dropping them from a great height was not practical,
as he needed to be present for the binding enchantments. He is considering
suffocating someone in a smoky chamber, as he has heard tales of Smoke Mephits,
but not until he has the acid thing worked out. He has not seriously considered
non-elemental variants, binding minor Fiends, such as Manes or Lemures, into
his creations, as he has a bad feeling about that notion, regardless of what
sort of Fiendish template abilities they could gain...
*********
Necromantic Bulette Walker variations
Using Skeleton template (too weak, Animate
Dead);
Huge Undead, HD 9d12, Init +7 (+3 Dex, +4
Improved Initiative), Speed 40 ft, burrow 10 ft, AC 15 (-2 Size,
+3 Dex, +4 Natural), Attacks Bite +4 melee, 2 Claws +4 melee, Damage Bite
2d8+8, Claws 2d6+4, Face/Reach 10 ft x 20 ft/10 ft, Special Attacks
None, Special Qualities Skeleton immunities (half damage from peircing
or slashing weapons, immune to cold), Saves Fort +3, Ref +6, Will
+6, Abilities Str 27, Dex 17, Con -, Int -, Wis 10, Cha 1.
Using Exoskeleton template (meh, Exoskeletal
Animation);
Huge Undead, HD 9d12, Init +3 (+3 Dex), Speed
40 ft, burrow 10 ft, AC 23 (-2 Size, +3 Dex, +12 Natural), Attacks
Bite +12 melee, Claws +7 melee, Damage Bite 2d8+8, Claws 2d6+4, Face/Reach
10 ft x 20 ft/10 ft, Special Attacks Leap (Can choose too make 4 Claw attacks
instead of two, at +12 attack bonus, but has no Bite attack that
round), Special Qualities Skeleton immunities (1/2 damage from
piercing or slashing weapons, cold immunity), Spider Climb, Saves
Fort +5, Ref +9, Will +4, Abilities Str 27, Dex 17, Con -, Int 2, Wis 13,
Cha 6
Using Bone Creature template (still not good
enough, Create Greater Undead);
Huge Undead, HD 9d12, Init +4 (+4 Dex), Speed
40 ft, burrow 10 ft, AC 16 (-2 Size, +4 Dex, +4 Natural), Attacks
Bite +12 melee, Claws +7 melee, Damage Bite 2d8+8, Claws
2d6+4, Face/Reach 10 ft x 20 ft/10 ft, Special Attacks Leap (Can
choose too make 4 Claw attacks instead of two, at +12 attack bonus,
but has no Bite attack that round), Special Qualities 60 ft. Darkvision, Skeleton
immunities (1/2 damage from piercing or slashing weapons, cold immunity),
Undead Qualities, Saves Fort +5, Ref +10, Will +4, Abilities Str
27, Dex 19, Con -, Int 2, Wis 13, Cha 6, Weapon Finesse Claws
Using Corpse Creature template (Book
of Vile Delights is your friend, daddy like, Create Greater Undead);
Huge Undead, HD 9d12, Init +3 (+3 Dex), Speed
40 ft, burrow 10 ft, AC 22 (-2 Size, +2 Dex, +12 Natural), Attacks
Bite +12 melee, Slam +12 melee, Claws +7 melee, Damage Bite 2d8+10, Slam 2d6+15,
Claws 2d6+5, Face/Reach 10 ft x 20 ft/10 ft, Special Attacks Leap
(Can choose too make 4 Claw attacks instead of two, at +12 attack
bonus, but has no Bite or Slam attack that round), Special Qualities 60 ft.
Darkvision, Skeleton immunities (1/2 damage from piercing or slashing
weapons, cold immunity), Undead Qualities, Saves Fort +5, Ref +9,
Will +4, Abilities Str 31, Dex 13, Con -, Int 2, Wis 13, Cha 6
***********************
Tattoo thots
Mark of Air/Sky/Storms - A
blue hemisphere, flat surface down, white clouds near the top
Mark of Earth/Stone - A featureless brown sphere
Mark of Fire/Summer - A red, orange and yellow stylized flame, leaping upwards
Mark of Frost/Winter - A cluster of stylized blue-white icicles, hanging down
Mark of Water/Wave/Sea - A green hemisphere, flat surface facing up and covered
with waves, lighter green near the surface, very dark at the 'bottom'
All
can overlay into one large composite tattoo, Stone in the center, the larger
hemispheres of Sky and Sea resting on each other behind it, framing the earth,
Flame burning atop the earth, Ice hanging beneath it.
Mark of Sun (Light/Radiance) - A golden
sun - shed light on command?
Mark of Moon (Shadow) - A white crescent
moon - hide in shadows?
Mark of Life/Spring (Positive/Healing)
- A tree - increased healing rate?
Mark of Death/Autumn (Negative/Undead)
- A skull