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.

 

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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.]

 

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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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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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.]

 

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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.

 

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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.]

 

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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.

 

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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.

 

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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...

 

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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

 

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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