[Persistent Missiles made into R&R2 from this selection.]

 

Dancing Forces.

Damaging energies mimic harmless spells.

 

Evocation [Fire, Electricity, Force]

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: One ranged shocking grasp or up to four magic missile attacks

Duration: 1 minute/level (D)

Saving Throw: None (either use)

Spell Resistance: Yes (either use)

 

Description

The elven sorceress Tenagra was always enthralled by spells that had multiple options, such as flame arrow, freezing sphere or the various summon monster spells.  She prized spells that exhibited versatility over specific spells that simply did one thing well.  So she would never have been content to simply learn dancing lights, magic missile and shocking grasp individually, she had to compile them into a single spell that better suited her love of unnecessary complexity.

 

Spell Effect

Depending on the components selected during casting, this spell produces either up to four dancing fires that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing humanoid shape.  The dancing forces must remain within a 10-ft.-radius area in relation to each other, but otherwise move at the casters will; forward or back, up or down, straight or turning corners, etc.  The forces can move up to 100 ft. / round, but it winks out if it leaves close range of the caster.

 

The caster forms one dancing flame or glowing sphere / two caster levels, and can make the humanoid form only after reaching 5th level.

 

Unlike the harmless dancing lights from which the dancing forces spell was created, the caster has a small arsenal of options available, depending on casting particulars.

 

Any of the three options can be of glowing force, flickering flame or crackling electricity, depending on the material used in casting.  The exact option, flame or force, humanoid or dancing globes, need not be chosen until the moment of casting, but all manifestations must take the same form and be of the same energy type.

 

The flickering torch-flames or crackling balls of light act as the commensurate dancing lights constructs, until ordered to strike, at which point the caster may designate one or all of them, in any round of the spells duration, to arc towards a foe within close range as a magic missile striking unerringly for 1d4+1 points of Fire, Force or Electrical damage, depending on their composition.  They suffer all of the restrictions of a magic missile spell at that time, all targets having to be visible to the caster and within a 15-ft. radius of each other, etc.  Anywhere from one to all four of the spheres or torch-lights can sent to strike in a round, or they can be spread out and used one by one throughout the spells duration.  Any light that moves to the attack can only attack once, winking out as it strikes.

 

The glowing humanoid form similarly can be composed also of either dim fires, sparkling electrical currents or a weak unseen servant-like force, having no substance or effect until similarly ordered to strike, at which point it moves to make a ranged touch attack on a single target within close range and discharges a blast of Fire, Force or Electricity (as per its composition) doing 1d8 damage plus 1 hit point / caster level (maximum of 1d8+20).  If the construct misses this touch, it remains intact and can try to strike again in the following round until it either makes contact or the spell expires and it is lost.  As with a missile, once it discharges its single attack, it dissipates and is gone.

 

Both the humanoid figure and the glowing lights are harmless and ephemeral until they strike and discharge their energies, making them immune to pre-emptive attacks other than dispel magic.

 

Foci: Depending on the casting;  four coals soaked in oil (for Fire missiles), four clear glass marbles (for Force missiles) or four small copper spheres (for Electrical missiles), one small piece of copper-wire bent into the stick figure approximation of a man (for an Electrical humanoid), a stick figure of blown glass (for the Force humanoid) or a tiny manikin fashioned of twined wicks soaked in sulfur (for a Fire humanoid).

 

Fiery Fan.

Creates a two-dimensional cone of magical flame.

 

Evocation [Fire]

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Cone (see text)

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

 

Description

In exile from the closed elven lands of Uria, cast forth for forbidden magical researches, the witch Sammae is said to have tutored a dozen mages in similarly ‘unwise’ arts.  One of her students, a Rus sorcerer known as Hosni, crafted this spell, and for a time referred to it as ‘Sammae’s Fiery Fan’ in honor of his teacher.  She put an end to that notion, stating that having one spell bearing her name was more than enough damage for this lifetime.

 

Spell Effect

A sheet of searing flame shoots from the casters spread fingertips.  Her hands must be held so as to send forth a fan-like sheet of flames, about as thick as her thumb.  Any creature in the area of effect takes 1d4 points of fire damage for every odd caster level (maximum 5d4 at 9th level).  Flammable materials such as cloth, paper, parchment and thin wood burn if the flames touch them.  A character can extinguish burning items as a full-round action.  With the exception of a single hand to ‘thin out’ the flattened cone of fire, causing both lowered damage and an extended range, this spell is identical to the lower level burning hands spell.

 

Material Components: A sprinkling of Alchemist’s Fire (one flask is good for about 10 castings).

 

Riptide.

Generates a tide-like wave of force.

 

Evocation [Force]

Level: Drd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Cone (up to one target / caster level)

Duration: Instantaneous

Saving Throw: Special (see text)

Spell Resistance: Yes

 

Description

The forsaken elves are not known for their creative impulses, but this spell was fashioned by one of their seafaring mages, a privateer and sea witch by the name of El-Edrell.  He would use its magic to repel hostile boarders (or passengers who had overstayed their welcome, it is rumored) by washing them off of their feet and sweeping them overboard.

 

Spell Effect

When this spell is invoked, it creates a wave of blue-green force that sweeps all in the affected area from their feet.  The effect is treated as a Trip attempt on each affected target, with no roll required of the caster.  Each target rolls to retain their footing, making resistance checks against Strength or Dexterity, whichever is better, against the DC of the spell (not the casters Strength score).  The tide is treated as a Medium-sized creature for purposes of modifiers to this roll, and a target with 4 or more legs, or otherwise superior stability over the human form (such as an ooze) gains a +4 stability modifier to this check.

 

Subjects affected by this spell do not gain an attack of opportunity to trip the caster if they succeed in retaining their footing, although the spellcasting itself may provoke a standard attack of opportunity normally.

 

Arcane Material Components: A pint of seawater that is poured out in the direction of the spells area of effect.

 

Spike Spray.

Showers an area with sharp-edged minerals.

 

Conjuration

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5ft./2 levels)

Target, Effect or Area: Cone

Duration: Instantaneous

Saving Throw: Reflex half 

Spell Resistance: No

 

Description

While in Lokil, the Ukrudan evoker Essafah postulated the existence of many planes of energy and matter, and to further claim that most forms of evocation magic drew from one of these planes.  While much of her research was more grounded in theory than practicality, a few of her original spells turned out to be both useful and thought-provoking, such as this modification of the minor color spray enchantment (which she claimed tapped into a ‘quasi-elemental plane of radiance’) to tap instead into what she referred to as a ‘quasi-plane of mineral.’  She left this spell behind when she returned to her desert home.

 

Spell Effect

From her outstretched hand the caster produces a dazzling shower of razor-edged metallic slivers and crystalline shards.  The first 1d6 creatures in the cone of effect bear the brunt of the blast, unwittingly shielding any others from the effects.  Those affected take damage equal to 20 pts minus their AC (sans Dex bonuses, if any) plus additional points of damage equal to the casters level.  A Reflex saving throw further reduces this damage by half.

 

Example; Essafah is traveling alone when a group of goblins rise out of the sands to the side of the road.  She retaliates with her signature spell.  As she is a 7th level Wizard, and the goblins have an AC of 14 (minus their Dexterity bonus of 1, which does not aid them here), the spike spray inflicts 13 pts of damage to each of the first 1d6 goblins affected (20+7-14).  Any who make their Reflex saves only suffer 7 pts of damage.

 

While some of the minerals present in the burst may seem to be precious metals or stones, all fade back into the elemental realms from which they where summoned after inflicting their damage, vanishing as they clatter to the floor.

 

Material Components: Six nails of different metals and / or colored glass or crystal shards.

 

Thunder Touch.

Electrifies the casters hand for a short time.

 

Evocation [Electricity]

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 action

Range: Touch

Target, Effect or Area: Creature of creatures touched (up to one / level)

Duration: Discharge (D)

Saving Throw: None

Spell Resistance: Yes

 

Description

Some claim that a lifeless volcanic mountain or deep crevasse now stands where there was once a grand kingdom, hinting that Sumara or Non may have been the mythic homeland of the mysterious Rus.  Others claim that no such place ever existed, that these halfling-like tinkers have always traveled from land to land in their painted wagons, shiftless nomads subsisting through a combination of carnival-like entertainments and petty larceny and confidence games.  The truth is possibly lost, as they maintain no history, nor do they seem particularly interested in the truth of this, or some say, any other, matter.  While almost every member of their wandering folk seems to be able to call upon the magic of their blood, a few go on to become powerful sorcerers and wizards, trained in their mysterious ‘invisible college,’ which some claim is as rootless and nomadic as the rest of their kind.  This spell combines their love of artifice with powerful evocation.  Others maintain that this spell was brought to Ghelspad with the iron-gauntleted Charduni, and that the Rus merely claim to have invented it, as they claim so many things.

 

Spell Effect

Once this spell is cast, the touch of the casters metal-clad hand imparts a devastating electrical jolt, equaling the lower level shocking grasp enchantment in effect (1d8 damage +1 point / caster level, maximum effect 1d8+20).  Unlike the traditional shocking grasp, this effect can be discharged multiple times, up to one time / level, using a touch attack action each time.  When delivering the touch attack, the caster receives a +3 attack bonus if the target is wearing metal armor (or is made of metal or is carrying a significant amount of metal, etc.).  The iron gauntlet spell focus must be worn until every electrical touch is delivered.  If any remain unused when the gauntlet is removed, any remaining charges are lost.  Also unlike the traditional shocking grasp enchantment, which is not always obvious, the gauntlet focus crackles and sparks ominously while it retains even a single charge.  Until this spell is discharged in full, and / or the gauntlet removed, the caster cannot cast any spell with a Somatic component, nor can he wield weapons in the affected hand.

 

Focus: A specially crafted ‘gauntlet’ of iron rings and plate segments connected by fine copper wire.  A skilled metalworker will charge 100 gp. for such fine handiwork.