[BETA-2] Flaer Spells

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[BETA-2] Flaer Spells

Postby Vaal » Thu Jun 16, 2016 11:18 am

Basic Fireball lvl. 1 Array
[Flaer]
You conjure a fist-sized globe of flame, then fling it at the target where it explodes into a sphere of flame.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Effect: 5ft burst of fire
Saving Throw: Reflex half

Creatures and objects take 1d6 +CHA modifier +caster level fire damage. Any unattended, flammable items in the area of effect catch fire. If a creature rolls a natural 1 on their save, they gain the alight condition.

Special: This damage increases to 2d6 at 9th level and 3d6 and 18th level.

Affinity Bonuses

Vin – The area continues to burn until next turn, dealing 1d6 fire damage to creatures starting their turn in the area or moving through the area.

Akua – The fire sticks to creatures in the area. If a creature fails the reflex save, they are set alight.


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Flaer Dosum lvl. 1 Array
[Flaer]
You cause existing flames to flare into howling conflagrations or suppress them.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: 30ft Cone

All non-magical fires in the area deal 1d4 per caster level fire damage to all creatures adjacent to them.

Or

All non-magical fires within the area are snuffed out and Fire-subtype creatures within the area take 1d4 non-lethal damage per caster level.

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Heatstealer lvl. 1 Array
[Flaer, Cold]
You pull the heat out of your target, leaving them shivering and frostbitten.
SP: 3
Components: S
Casting Time: Standard Action
Range: Touch
Duration: 1 round +1 per 3 caster levels (see text)

Make a melee touch attack. On a hit, the target takes 1d6 + caster level cold damage and gains the chilled condition for the duration of the spell.

If the target is already chilled, they become paralyzed until they are no longer chilled. If the target is soaked, they become entangled until they are no longer chilled.

Affinity Bonuses

Akua – The target takes 1 cold damage at the start of every turn they are chilled.

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Ignition Point lvl. 1 Array
[Flaer]
You touch a creature or object and set them on fire.
SP: 3
Components: S, V
Casting Time: Move-Equivalent Action
Range: Touch

If the target is an object, it takes 1d6 fire damage. If it is flammable and the damage exceeds its hardness, it catches fire. If the object is being held by a creature, that creature must make a Reflex save DC 15 to drop the object or take 1d6 fire damage.

If the target is a creature, make a melee touch attack. On a hit the target gains the alight condition.

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Flame-Scattering Cloak lvl. 1 Array
[Flaer, Warding]
You ensconce the target in a mantle of magical, heatless flame that repels flaer-based spells and natural fire.
SP: 3
Components: S
Casting Time: Minor Action
Range: Self or one Ally touched
Duration: 1 round +1 round per caster level

The target gains Resist Fire equal to 5 + 1 per 2 caster levels and a +2 magic bonus to saving throws vs Flaer spells.

Creatures with the alight condition when this spell is cast on them lose that condition. If during the duration of this spell the target gains the alight condition, that condition ends at the start of their next turn before they take fire damage from it.

At 9th level, the bonus to saving throws increases to +3 and at 18th level, the bonus to saving throws increases to +4.

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Flicker Shot lvl. 1 Array
[Flaer]
You launch a super-heated spark that burns enemies and ignites flammable items.
SP: 3
Components: S, V
Casting Time: Minor Action
Range: Medium (100ft + 10 per caster level)
Duration: -

Make a ranged touch attack against the target. On a hit, it takes 1d4 + 1 per caster level fire damage. Flammable objects targeted by this spell catch fire.

Special: You may cast this spell whenever you would be allowed to use a ranged Basic Strike.

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Minor Fire lvl. 1 Array
[Flaer]
You raise a sheet of fire that burns anyone passing through.
SP: 3
Components: S, V
Casting Time: Full Round
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round + 1 per caster level

You conjure a continuous sheet of fire into unoccupied one square within range. Creatures passing through this square must make a Reflex save or gain the alight condition. Creatures that start their turn in that square take 1d6 + 1 per caster level fire damage and gain the alight condition.

Affinity Bonuses

Vin – As a minor action, you may move the square five feet to another unoccupied square.

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Hot Knife lvl. 1 Array
[Flaer, Alteration]
A metal implement becomes supernaturally hot, granting it the power to cleave through hardened material.
SP: 3
Components: V, S
Casting Time: Minor Action
Range: Touch
Duration: 5 rounds (see text)

You may cast this spell only on weapons with a primarily metallic composition.

The next time this weapon does damage, as long as the spell remains in effect, it deals an additional amount of fire damage equal to your CHA modifier and ignores DR vs bludgeoning, slashing and piercing. Items damaged in this way have their hardness reduced by 5 vs the attack.

At 9th level, the fire damage increases to 2[CHA]. At 18th level, the fire damage increases to 4[CHA].

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Pyrotechnic Escape lvl. 1 Array
[Flaer]
A flash of flame and smoke distracts from your flight.
SP: 3
Components: V, S
Casting Time: Minor Action
Range: 60ft.

You may make a Spellcraft check vs the Perception check of all enemies within range. Until the end of your turn, you are invisible to any creature (including any with blind sense) that failed their Perception check and they may not make any checks to detect you.

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Vaal
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Re: [BETA-2] Flaer Spells

Postby AVR » Thu Jun 16, 2016 11:05 pm

Minor Fire seems a bit weak considering the tiny area and lack of direct damage. Making it a full round action to cast as well seems unkind, and makes it impractical to use to deter pursuit. Maybe drop it back to a standard action casting time?

Typos

The target gains Resist Fire
The target gains Fire Resistance

with blind sense)
with blindsense)
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Re: [BETA-2] Flaer Spells

Postby Vaal » Fri Jun 17, 2016 10:28 am

Yeah, I might even make it a Move Action
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