Monday, October 23, 2006

From Harrigan Grimgem's Scrollcase...

While I was perusing through Harrigan "The Horrible" Grimgem's journal, I came across a few folded sheets tucked into the binding. Lo, and behold! They were spells of Harrigan's own devising, which this world had ne'er seen before. I was quick to scribe copies of them, myself, and add them to my apprentices' spellbook.

I publish their details here, so that other spellcasters may benefit from Harrigan's own brand of....ingenuity? That's definitely not the right word for this maniac, but a fine spellcaster he appears to be. Now, it's time for me to finish that staff...

Create Chasm
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One 10 ft. diameter pit.
Duration: Instantaneous
Saving Throw: None or Reflex negates (see text)
Spell Resistance: No

As you suddenly separate your clasped hands and chant the final words to the incantation, a deep, jagged chasm appears beneath your chosen foe. Their screams echo deeply…at least until they hit the bottom with a satisfying squish.

At the conclusion of this spell, you create a deep chasm in the earth. This chasm is completely permanent and real in every way. The chasm is a rough circle, 10 feet in diameter, with a depth equal to 10 ft. per caster level (max 150 ft at 15th level). If any space affected by this spell is occupied by a creature that can fit down the chasm (Large or smaller), that creature must make a Reflex save or fall into the chasm. Falling creatures take damage as normal for falling.
You may only cast this spell when on the earth itself, or on the ground floor of a building. If cast on a surface above the earth or on a floor above the ground level, this spell fails to function.

Greater Shatter
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./2 levels)
Area or Target: 20-ft.-radius spread; or one solid object or one creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)

As you grasp the stone within your hand, an inaudible noise erupts from your throat. This sound ripples across your target, shattering it into thousands of tiny pieces.

Greater Shatter creates a loud, ringing noise that breaks objects; sunders a single solid object; or damages a crystalline, metallic, or stone creature.
Used as an area attack, greater shatter destroys nonmagical objects of stone, ceramics, metal, or glass. All such objects within a 20-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 5 pounds per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target greater shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. This can be used to destroy magical items made of metal, ceramic, stone, or glass. If the item fails a Will saving throw, it takes 1d6 points of damage per level of the caster (maximum 10d6).
Targeted against a crystalline, metallic, or stone creature (of any weight), greater shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A shard of rock, chipped away with a hammer.

Conjure Lava Rift
Conjuration [Earth] [Fire]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area or Target: 10 ft. diameter miniature volcano
Duration: 1 round / 3 levels
Saving Throw: Reflex (half) or none. See text.
Spell Resistance: none

As you gesture, the ground itself heaves forth in a shower of molten rock shards, spraying your foes with liquid hot magma.

You create a 10 foot diameter cracked rift in the earth which sprays forth hot lava. This area affected by this spell is treated as rough terrain and costs two squares of movement for each square moved. Any creature within the area of the rift or in an adjoining square must make a Reflex save or take 1d6 damage/caster level (maximum 10d6, Reflex half).
If a creature takes damage from the magma, they take half of that damage again on the following round as the magma continues to burn. After the second round of damage, no further damage is accrued.
When the duration of this spell expires, the ground is returned to its normal shape, with no evidence that the lava rift was brought into existence. This spell may only be cast on ground level—whether in a building or on the ground itself—or while underground.

Volcanic Gout
Evocation [Earth] [Fire]
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area or Target: 60 ft. cone.
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: Yes

With only a few words, you spray forth a superheated blast of stone and lava from your mouth.

You spray a cone full of rock and superheated lava from your mouth. This gout deals 4d6 bludgeoning damage and 8d6 fire damage.
If you cast this spell a second time before the end of your next turn, the damage is increased to 5d6 bludgeoning damage and 10d6 fire damage.

If you learn this spell as a sorcerer, you gain fire resistance 3. This fire resistance stacks with all other fire resistance, whether from a natural ability, a spell, or a magical item.

(This material is designed for use with the Dungeons and Dragons v. 3.5 roleplaying game and complies with the System Reference Document. This material is meant for personal use only, and may be republished only for personal use and not for profit.)

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