Coming Soon: More New Spells
Posted: Fri Aug 06, 2021 11:01 pm
As domain rework has required shifting around some spells to fix some bugs in the system, this has in some cases entailed the creation of a few new spells. These are:
Greater Evil Eye
Caster Level(s): Wizard / Sorcerer 6, Orc 6
Innate Level: 6
School: Enchantment
Descriptor(s): Evil
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / level, 24 hours maximum
Save: Will negates
Spell Resistance: Yes
The caster focuses malevolent wishes through a fiery gaze and curses someone with terrible luck. This is a more powerful version of evil eye. This spell is known as the Eye of Gruumsh to clerics of the orcish pantheon.
The subject takes a -6 luck penalty on all attack rolls, a -4 luck penalty on all saving throws, and a -8 penalty on all skill checks. The spell lasts for one hour per caster level, up to 24 hours, or until remove curse is cast on the subject.
Negate Mind
Caster Level(s): Illusion 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 minutes / level
Save: Harmless
Spell Resistance: No
The caster is protected from all mind-affecting spells and effects as well as information gathering by divination spells or effects. All negative mind-affecting effects are also removed from the caster.
Superior Creeping Cold
Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One Creature
Duration: See text
Save: None
Spell Resistance: Yes
This spell is the same as greater creeping cold, but it no longer has a saving throw, and it continues to gain an extra round of damage for every 5 caster levels the character has. The spell deals 7d6 points of cold damage on the 7th round if the caster is level 25 or higher, and 8d6 points of cold damage on the 8th round if the caster is level 30 or higher.
Radiant Shield
Caster Level(s): Wizard / Sorcerer 4, Wrath 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: None
You are surrounded by a ring of electricity that damages all opponents who make a successful melee attack against you. The damage inflicted is 1d6 points of electrical damage, +1 point per caster level. You also gain 50% immunity to electrical damage.
Entomb
Caster Level(s): Druid 6, Wizard / Sorcerer 6, Cold 7
Innate Level: 6
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Creature
Duration: 1 round / level
Save: Fortitude negates
Spell Resistance: Yes
An entomb spell traps living creatures in a block of ice, suffocating them. The spell entraps the targets with a thick layer of ice from head to toe. Those that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage. If the creature fails its saving throw, it is held within the ice and immediately begins to suffocate. A suffocating creature makes a Fortitude save versus death against the spell DC. If it fails this save, it takes 10d10 points of bludgeoning damage from the lack of air. If the creature fails three consecutive saves, it dies of suffocation. Only living creatures that breathe air are vulnerable to this effect.
Escaping from the ice block requires a Strength check versus the caster's spell DC minus 10. The creature can make a new attempt every round. Escaping from the ice block requires a Strength check versus the caster's spell DC minus 10. The creature can make a new attempt every round. While inside the ice block, the character gains DR 10/- to physical and cold, vulnerability to fire, and immunity to electricity. For every round the creature remains entrapped within the ice, they take 2d12 points of cold damage.
Maelstrom
Caster Level(s): Ocean 7
Innate Level: 7
School: Conjuration
Descriptor(s): Water
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 6 seconds / level
Save: Reflex negates; see text
Spell Resistance: Yes
Maelstrom conjures a deadly vortex of water. In the sea, it swallows up ships. On land, it erupts from the earth as if by a great geyser and funnels its way into the sky. The vortex moves at a speed of 5 feet per round. Undirected, it wanders the battlefield affecting all creatures it encounters. If the vortex exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.
Any Large or smaller creature that comes into contact with the spell effect must succeed on a Reflex save or take 3d6 points of cold damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knocked down by the force of the cyclone, taking 1d8 points of cold damage each round. A Reflex check against a DC of 11 + 3/5th of the character's total caster level is made every round while the storm lingers near the suppressed creature. The maelstrom has 10 base strength and receives +1 for every two casterlevels, raising its base damage by its strength modifier. The maelstrom can only be hurt by +3 enhanced magical weapons.
Upon first casting maelstrom, a feat is granted which can be used to direct the vortex.


