Sunday Spell: Second Flame

Second Flame

School Evocation (fire); Level sor/wiz 4
Casting Time 1 immediate action
Range close (25 ft +5 ft. / 2 levels)
Components V, S
Target 1 creature (see text)
Duration instantaneous
Saving throw: Reflex negates; Spell Resistance: yes

When a creature fails a saving throw against a spell you cast, you can immediately activate this spell to blast that creature, dealing 3d6 points of fire damage.

Notes

What do you think? This is one of those experiments that pushes the boundaries of what most spells can do. However, I’ve tried to keep it simple and not allow for a whole lot of power gaming. One interesting opportunity with this spell, at higher levels, is to maximize or empower it, dealing a more significant amount of damage on top of other spell effects.

Great spell for a blaster mage, blowing enemies to bits!

-Max Porter Zasada

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Sunday Spell: Smoke Fist

Smoke Fist

School Evocation;
Level Sorcerer/Wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. / 2 levels)
Target one or two creatures, no more than 30 ft apart
Duration instantaneous
Saving throw: none or fortitude negates
Spell Resistance: yes

A trail of smoke leaves your hands and becomes a rock-hard fist, striking with stunning force. The fist can make two attacks on creatures in range. The fist has a strength of 18, and gets your character level as its base attack bonus on its first attack, taking a -5 penalty on the second. The fist gets a bonus attack for every 6 caster levels you possess, although all secondary attacks are made at a -5 penalty.  The fist deals 1d12 + strength damage, and opponents struck must make a fortitude save or be stunned for 1 round. Multiple rounds stack, so an opponent struck more than once by the fist must make multiple saves to avoid being stunned for subsequent rounds.

Notes
This spell lets you feel like a monk, and can be extremely effective against a single opponent. It may do a small amount of damage, but is potentially a devastating spell in the right situation, such as against an enemy wizard.
-Max Porter Zasada

Sunday Spell: Howlfire Arrow

Howlfire Arrow

School Evocation;
Level Sorcerer/Wizard 3, Bard 2
Casting Time 1 standard action
Components V, S
Range touch
Target 1 arrow touched
Duration instantaneous
Saving throw: Fortitude partial or Will negates (see text)
Spell Resistance: yes

You imbue an arrow with potent power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes 1d6 damage plus 1d6 fire and 1d6 sonic damage. In addition, the target must save or be deafened and dazed for 1 round. Any allies of the target within 30 feet that can see and hear this attack must succeed on a Will save or become shaken for 1 round/level.

Notes
An attack spell with a bit of flavor. While the damage is lackluster, the multitude of effects should not be overlooked, as they can turn the tide of a battle.
-Max Porter Zasada

Sunday Spell: Delayed Blast Missile

Delayed Blast Missile

School Evocation [force];
Level Sorcerer/Wizard 5
Casting Time 1 standard action
Components V, S
Range Medium (100 ft + 10 ft./level)
Targets Up to fifteen creatures, no two of which can be more than 30 ft apart
Duration instantaneous
Saving throw: none Spell Resistance: yes

When you cast this spell, glowing lights surround you for a few moments, then burst into a barrage of missiles. These function like magic missile, except that you get 1 missile/level, maximum 15 missiles. You can also choose to delay the burst of missiles up to 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set.

Notes

Hasn’t there always been a need for an upgraded version of magic missile? A ubiquitous and eternally useful spell, now brought to the upper levels for you by the Gaming Mage! Enjoy blasting your enemies! -Max Porter Zasada

New Pathfinder Spell: Unerring Blade Burst

Unerring Blade Burst

School Evocation [force]; Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (a handful of tiny knives)
Range medium (100 ft + 10 ft per level)
Duration instantaneous
Saving throw: Reflex negates  Spell Resistance: yes

Knives of force erupt from your person, striking down foes within line of sight. This spell affects only creatures you designate (up to one per 2 levels) within range, dealing 1d6 + caster level (maximum +5) damage on a failed save.

Notes

A powerful way of dealing a small amount of damage to a number of spread-out enemies, this spell is a new option for blasting. The art used is from the “cloud of knives” spell from DnD. Use this spell as an impressive method of putting fear into your enemies.

Max Porter Zasada

 

 

 

Sunday Spell: Lightning Burst

Lightning Burst

School Evocation [electricity]; Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (a copper wire)
Range medium (100 ft + 10 ft per level)
Area 5-ft radius burst
Duration instantaneous
Saving throw: Reflex half and see text Spell Resistance: yes

You cause an explosion of lightning to erupt from the target area, dealing 1d4 points of electricity damage per caster level (maximum 5d4) to creatures in the area and causing them to be pushed out of the area as if bull rushed from the point of origin. You use your level as your base attack bonus and your primary spellcasting ability modifier instead of strength for this check. Creatures that make their reflex save against this spell negate this bull rush effect as well as half the damage.

Notes

There are already some decent blasting spells at 2nd level, but amazingly no burst attack that requires a reflex save. You’ve got Acid Arrow (touch ac), Scorching Ray (touch ac), and some others. This spell gives you the ability to both damage and move opponents at range, a pair of effects that could be very useful in certain situations, at the cost of doing damage like a 1st-level spell (albeit at superior range).

Enjoy and share your thoughts! Don’t forget to subscribe at the top right of the page!

-Max Porter Zasada

Sunday Spell: Hellfire Retribution

Hellfire Retribution

School Evocation [fire]; Level Sorcerer/Wizard 2, Witch 2
Casting Time 1 standard action
Components V, S, M (a pinch of ash)
Range personal
Target you
Duration Concentration +1 round, up to a maximum of 1 round/level
Saving throw: Reflex negates  Spell Resistance: yes

Fiery runes burst from your hands and surround you, lashing out at anyone who dares to strike you. For the duration of this spell, whenever an enemy hits you with a melee weapon, they must make a Reflex save or take 1d6 fire damage, +1 for each round spent concentrating so far. You then negate an amount of damage from their attack equal to the damage dealt, if any.
In addition, although this spell has a somatic component, the gestures required are simple and intuitive, and you gain a +2 circumstance bonus on concentration checks related to this spell.

Notes

This spell is meant to be subtly useful. It’s a somewhat unimpressive defense, allowing enemies a save and requiring concentration, but the extra bit of reliability lent by the bonus on concentration checks could make this an important last-stand choice.

-Max Porter Zasada