[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.