Post by Kirikami on Nov 10, 2011 23:52:51 GMT -5
WORK IN PROGRESS
DnD seems to have a large deficiency in spells from this 'school' of magic (usually not considered one). Indeed, it would seem fitting that there are some spells from this school for thi setting; and should I make enough, allow the school to be specialized in. For now the list builds, and ideas are to be weaved together.
Spell List
Spell Descriptions
Displace I
Universal [Calling]
1st Level
Components: V, S
Casting Time: 1 Standard Action
Range: Short, 25ft + 5ft/Caster level
Single Target: Single Creature or Object
Duration: Instantaneous
Saving Throw: None; See text
Spell Resistance: No.
One of the simple things about the universe is how things just happen. This spell, allows the conjurer to call upon the forces of causality; pushing their gaze upon a single target. In some mnner the target takes 1d6 damage per 3 caster levels, to a maximum of 5 at 15th. This damage's type is randomly rolled on the list below.
1-25; Bludgeoning; perhaps hitting their head or something falling on them.
26-50; Slashing; the air suddenly becomes sharp, or maybe the target accidentally injures herself on their bladed weapon.
51-75; Piercing; a flying organism like a bird appears and impacts on the target, or perhaps space opens up a funnel in reality arbitrarily piercing the target.
76-100: The momentum of the target's actions seem to reverse, causing Force Damage, or perhaps is randomly struck by some intangible plane of force.
Thumb-Space
Universal [Teleportation]
1st Level
Components: V
Casting Time: Swift
Range: Personal
Duration: Instantaneous; see text
Saving Throw: Will Negates; harmless
Spell Resistance: No
The universe is unpredictable. Sometimes space just opens and leads to other realms. Sometimes one finds time flying by without notice. This spell allows the caster to slip through space and time while they move, avoiding most danger in the split second.
After this spell has been cast, the user may take their normal movement in the fashion of a teleportation effect. This allows the caster to teleport behind structures or places they can't see, because they are only slightly slipping through the space-time barrier to 'move'.
As such this 'movement' doesn't provoke Attacks of Opportunity. The only draw back is, if the character interacts with any creatures during the movement it instantly fails. Should the caster 'step' into not-normal terrain, which includes trip-wires, weight presses, and other such devices, the spell also ends when doing so. As such, most caster tend to have ranks in spot; and look ahead as far as they can before utilizing this mode of movement.
Causal Screen
Universal [Creation]
Spell Level 1,
Components: V, S, (F)
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 minute/caster level
Saving Throw: Will, negate, harmless
Spell Resistance: No
Reality itself, as far as quantum physics goes, is bound by laws of chaos. This near paradox, when utilized in the right hands, grants protection of varying degrees to those who use it.
This spell grants the user a Universal Bonus to AC equal to 1d4 plus one per five caster levels (maximum 5 at level 20) upon casting. Universal bonuses to armor count towards Normal, Touch, and Flat-footed AC, and does not stack with other Universal Bonuses.
Magic Focus: A single platinum coin made of approximately 100 gp worth of the material, which must be in the person's hand, or worn on the body in some manner.
Burst Beam
Universal [Force]
2nd Level
Components: V, S
Casting Time: 1 Standard
Range: Medium, 100ft +10ft/level
Target: Single, Ranged Touch (Ray)
Duration: Instantaneous
Saving Throw: Fortitude; Partial
Spell Resistance: No.
Quite simply, the kinetic forces found in the vacuum of space are endless. This spell creates a straight beam of force, which due to it's quantum nature by-passes spell Resistance.
The ray deals 1d6 points of damage per level (Max 5d6), and acts as a bull-rush coming from the position of the caster. The strength of the rush is equal to this spells level (2) plus the casting attribute of the caster (Int, Wis, Charisma).
Should the bull-rush succeed in moving the target, the target is allowed a Fortitude save or is knocked prone at the end of the rush distance. Moving through threatened squares in this fashion does not provoke attacks of opportunity.
Obligate Gravity
Universal
2nd Level
Components: V
Casting Time: 1 Swift Action
Range: Personal
Duration: 1 Round
Saving Throw: Will; Negates, harmless
Spell Resistance: No.
Gravity holds everything in the universe. Or, at least that was the main thought before the Theories of Altspace came to fruition. Regardless of what we all call it, that force which carries on throughout the universe can be turned with this spell if only for a few moments.
The caster can scale even flat surfaces as though they were flying at a speed equal to double their movement speed. This also allows casters to glide over liquids, using walls to traverse over pitfalls.
The movement cannot leave the surface in question (as such they usually float within 2 ft of said surface rather than against it), and can only move around corners rather than launching over gaps in hallways for example. Should the caster decide to use their full round to move, such gaps can be crossed (from surface to Surface) as long as they are within 4x the caster's movement speed (So, the equivalent of a double move at double speed). This movement speed cannot be increased by other magical means, and as such don't stack with the movement increase utilized this spell.
Movement while using this spell provokes attacks as normal, and allows for the use of the Tumble Skill utilizing all normal mechanics for such attempts.
Matter Transfusion, lesser
Universal [Calling]
2nd Level
Components: V, S
Casting Time: 1 Full Round
Range: Personal; Objects on person
Target(s): Two Objects
Effect: Object
Duration: 1 hour/level
Saving Throw: Will; Negates, harmless
Spell Resistance: Yes.
Energy and matter are approximately the same thing. This spell allows one item to be fused with another, the new item taking on the qualities of both.
First each item is given a tag, Object A and Object B. They must be within 10 lbs of each other and roughly similar in size. No item medium or larger in size category can be brought together, and both items must weight less than 15 lbs.
Object A will be the base object, the new object will remain roughly the same as object A in shape and generally in usage (You can not fuse Energy Weapons with Non-energy weapons, and vise versa). Should object B be made of a Stronger material (Higher Hp per Inch or Hardness) the resulting object will keep those traits (Traits like fire damage and electricity damage make for fire/electricity damage. Fusing an adamantine dagger into a Steel Longsword will make an adamantine longsword; using the hardness of adamantine). Should object B includes complicated mechanics, those features are lost in the process, until the spell ends or is dispelled.
Attune to Space
Universal
3rd Level
Components: S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Single
Duration: 1 Hour/level
Saving Throw: Will; Negate, Harmless
Spell Resistance: Yes.
Falling into the ocean is a common issue when seafaring. But what about sailing the stars? Those who know how to ask can protect themselves and others from the harshness of space. While under the effect of this spell, the target doesn't need to breath, and is protected from energy based natural hazards as well as miniscule dangers like mini-meteorites.
This only allows the target to survive in space, but otherwise must find other ways to travel through space if they are ill-equip.
Wings of Light
Universal [Light]
3rd Level
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Single
Duration: 1 hour/level
Saving Throw:
Spell Resistance:
Calling upon the Universe for aid in space can provide fair transportation. Wings of Light grant the target large light-based wings which grants the target a 30 ft (perfect) flight speed when not in a vacuum.
In the vacuum of space, the speed changes to 60ft (Perfect), and allows one to orient oneself as a swift action.
Vexing Step
Universal
3rd Level
Components: V, S, M
Casting Time: 1 Standard Action
Range: 25ft + 5ft/level
Target or Targets:
Effect: Warp of kinetic possibility over a surface.
Area: 15ft x 15ft from a center position.
Duration: 1 round/level
Saving Throw: Reflex; partial, Fortitude; negates, See Text;
Spell Resistance: No.
Usually a creature steps on a surface (or leans against one, etc), a footfall happens, and a push occurs to keep movement going. This spell alters the rules of physics in a certain area so that stepping forward might not accomplish much.
Upon entering the area of the spell (touching the surface), the creature must make a reflex save or take 1d6 damage per caster level (Maximum 5d6). Upon a successful reflex save the creature takes 1 damage per caster level (maximum 5). This is considered Force damage but has an exception to the normal force rules (see below). This damage happens once when entering the area, and once when leaving; making a save for both.
Any creature that isn't ethereal or incorporeal so caught in the area counts it as 'Rough Terrain' for the purpose of movement, and are granted a Fortitude Save. Should the save fail; the creature in question falls prone. This happens only once per creature, per time entering the area.
This spell does not effect creatures on the ethereal plane (being partially in and out, such as Blinking, is the only exception). Incorporeal creatures that occupy a square adjacent to the surface, they are affected by this.
Should an incorporeal creature (or one that's blinking) try to move through the area around or through a surface covered by this spell, it must make a Fortitude Save or be immobile for the round. Making the save makes the squares 'rough terrain' against their movement; using all rules that mark such.
Cascading Reaches
Universal [Force]
4th Level
Components: V, S, M, (F)
Casting Time: 1 Standard
Range: Short; 25ft +5ft per two levels.
Targets: 1 Creature/per level, all within 30 feet of each other.
Effect: Dimensional Fissures disrupt targets' matter.
Duration: Instantaneous.
Saving Throw: Reflex; Half, Will negates.
Spell Resistance: Yes
Calling forth the quantum forces hidden between the barriers of quantum realities, the caster surrounds himself in an angelic looking circle of light, which distorts the matter of the targets in a sudden 'materialization and de-materialization' effect of force. This spell deals 1d12 points of force damage per two caster levels (max of 10d12 at level 20) with a reflex for half.
The targets also have Will save or they are Dazzled for one round/caster level.
Magic Focus: A Deep Crystal Blade worth 500gp
Material: A small meteorite taken from an asteroid belt; worth 100 gp.
Starlight Circle
Universal [Fire]
4th Level
Components: V, S, M
Casting Time: 1 Standard
Range: Personal
Effect Ring of Starlight centered on caster.
Area: 5 ft
Duration: 1 Round per level, or until completely discharged
Saving Throw: None or Fortitude for half.
Spell Resistance: No.
The caster surrounds herself with a ring of concentrated starlight. The ring burns creatures, objects and surfaces adjacent to the caster for 1d10 +1 per caster level (Max 15) damage from it's searing light, as the Searing Light spell. (Damage increases to 2d6 vs undead, and 2d8 vs undead that are weak to sunlight. Constructs take the base damage)
This light illuminates in a 30ft radius, 30ft shadowy.
At the casting of this spell it has one 'charge' per five caster levels (Maximum 4 at level 20). As a standard action, the caster can use a charge to fire a beam of starlight at a target as the Searing Light Spell. Once all charges are used the spell ends.
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DnD seems to have a large deficiency in spells from this 'school' of magic (usually not considered one). Indeed, it would seem fitting that there are some spells from this school for thi setting; and should I make enough, allow the school to be specialized in. For now the list builds, and ideas are to be weaved together.
Spell List
- 1st Level: Displace I, Thumb-Space, Causal Screen
- 2nd Level: Burst Beam, Obligate Gravity I, Matter Transfusion, lesser
- 3rd Level: Attune to Space, Wings of Light, Vexing Step
- 4th Level: Cascading Reaches, Starlight Circle
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
Spell Descriptions
Displace I
Universal [Calling]
1st Level
Components: V, S
Casting Time: 1 Standard Action
Range: Short, 25ft + 5ft/Caster level
Single Target: Single Creature or Object
Duration: Instantaneous
Saving Throw: None; See text
Spell Resistance: No.
One of the simple things about the universe is how things just happen. This spell, allows the conjurer to call upon the forces of causality; pushing their gaze upon a single target. In some mnner the target takes 1d6 damage per 3 caster levels, to a maximum of 5 at 15th. This damage's type is randomly rolled on the list below.
1-25; Bludgeoning; perhaps hitting their head or something falling on them.
26-50; Slashing; the air suddenly becomes sharp, or maybe the target accidentally injures herself on their bladed weapon.
51-75; Piercing; a flying organism like a bird appears and impacts on the target, or perhaps space opens up a funnel in reality arbitrarily piercing the target.
76-100: The momentum of the target's actions seem to reverse, causing Force Damage, or perhaps is randomly struck by some intangible plane of force.
Thumb-Space
Universal [Teleportation]
1st Level
Components: V
Casting Time: Swift
Range: Personal
Duration: Instantaneous; see text
Saving Throw: Will Negates; harmless
Spell Resistance: No
The universe is unpredictable. Sometimes space just opens and leads to other realms. Sometimes one finds time flying by without notice. This spell allows the caster to slip through space and time while they move, avoiding most danger in the split second.
After this spell has been cast, the user may take their normal movement in the fashion of a teleportation effect. This allows the caster to teleport behind structures or places they can't see, because they are only slightly slipping through the space-time barrier to 'move'.
As such this 'movement' doesn't provoke Attacks of Opportunity. The only draw back is, if the character interacts with any creatures during the movement it instantly fails. Should the caster 'step' into not-normal terrain, which includes trip-wires, weight presses, and other such devices, the spell also ends when doing so. As such, most caster tend to have ranks in spot; and look ahead as far as they can before utilizing this mode of movement.
Causal Screen
Universal [Creation]
Spell Level 1,
Components: V, S, (F)
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 minute/caster level
Saving Throw: Will, negate, harmless
Spell Resistance: No
Reality itself, as far as quantum physics goes, is bound by laws of chaos. This near paradox, when utilized in the right hands, grants protection of varying degrees to those who use it.
This spell grants the user a Universal Bonus to AC equal to 1d4 plus one per five caster levels (maximum 5 at level 20) upon casting. Universal bonuses to armor count towards Normal, Touch, and Flat-footed AC, and does not stack with other Universal Bonuses.
Magic Focus: A single platinum coin made of approximately 100 gp worth of the material, which must be in the person's hand, or worn on the body in some manner.
Burst Beam
Universal [Force]
2nd Level
Components: V, S
Casting Time: 1 Standard
Range: Medium, 100ft +10ft/level
Target: Single, Ranged Touch (Ray)
Duration: Instantaneous
Saving Throw: Fortitude; Partial
Spell Resistance: No.
Quite simply, the kinetic forces found in the vacuum of space are endless. This spell creates a straight beam of force, which due to it's quantum nature by-passes spell Resistance.
The ray deals 1d6 points of damage per level (Max 5d6), and acts as a bull-rush coming from the position of the caster. The strength of the rush is equal to this spells level (2) plus the casting attribute of the caster (Int, Wis, Charisma).
Should the bull-rush succeed in moving the target, the target is allowed a Fortitude save or is knocked prone at the end of the rush distance. Moving through threatened squares in this fashion does not provoke attacks of opportunity.
Obligate Gravity
Universal
2nd Level
Components: V
Casting Time: 1 Swift Action
Range: Personal
Duration: 1 Round
Saving Throw: Will; Negates, harmless
Spell Resistance: No.
Gravity holds everything in the universe. Or, at least that was the main thought before the Theories of Altspace came to fruition. Regardless of what we all call it, that force which carries on throughout the universe can be turned with this spell if only for a few moments.
The caster can scale even flat surfaces as though they were flying at a speed equal to double their movement speed. This also allows casters to glide over liquids, using walls to traverse over pitfalls.
The movement cannot leave the surface in question (as such they usually float within 2 ft of said surface rather than against it), and can only move around corners rather than launching over gaps in hallways for example. Should the caster decide to use their full round to move, such gaps can be crossed (from surface to Surface) as long as they are within 4x the caster's movement speed (So, the equivalent of a double move at double speed). This movement speed cannot be increased by other magical means, and as such don't stack with the movement increase utilized this spell.
Movement while using this spell provokes attacks as normal, and allows for the use of the Tumble Skill utilizing all normal mechanics for such attempts.
Matter Transfusion, lesser
Universal [Calling]
2nd Level
Components: V, S
Casting Time: 1 Full Round
Range: Personal; Objects on person
Target(s): Two Objects
Effect: Object
Duration: 1 hour/level
Saving Throw: Will; Negates, harmless
Spell Resistance: Yes.
Energy and matter are approximately the same thing. This spell allows one item to be fused with another, the new item taking on the qualities of both.
First each item is given a tag, Object A and Object B. They must be within 10 lbs of each other and roughly similar in size. No item medium or larger in size category can be brought together, and both items must weight less than 15 lbs.
Object A will be the base object, the new object will remain roughly the same as object A in shape and generally in usage (You can not fuse Energy Weapons with Non-energy weapons, and vise versa). Should object B be made of a Stronger material (Higher Hp per Inch or Hardness) the resulting object will keep those traits (Traits like fire damage and electricity damage make for fire/electricity damage. Fusing an adamantine dagger into a Steel Longsword will make an adamantine longsword; using the hardness of adamantine). Should object B includes complicated mechanics, those features are lost in the process, until the spell ends or is dispelled.
Attune to Space
Universal
3rd Level
Components: S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Single
Duration: 1 Hour/level
Saving Throw: Will; Negate, Harmless
Spell Resistance: Yes.
Falling into the ocean is a common issue when seafaring. But what about sailing the stars? Those who know how to ask can protect themselves and others from the harshness of space. While under the effect of this spell, the target doesn't need to breath, and is protected from energy based natural hazards as well as miniscule dangers like mini-meteorites.
This only allows the target to survive in space, but otherwise must find other ways to travel through space if they are ill-equip.
Wings of Light
Universal [Light]
3rd Level
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Single
Duration: 1 hour/level
Saving Throw:
Spell Resistance:
Calling upon the Universe for aid in space can provide fair transportation. Wings of Light grant the target large light-based wings which grants the target a 30 ft (perfect) flight speed when not in a vacuum.
In the vacuum of space, the speed changes to 60ft (Perfect), and allows one to orient oneself as a swift action.
Vexing Step
Universal
3rd Level
Components: V, S, M
Casting Time: 1 Standard Action
Range: 25ft + 5ft/level
Target or Targets:
Effect: Warp of kinetic possibility over a surface.
Area: 15ft x 15ft from a center position.
Duration: 1 round/level
Saving Throw: Reflex; partial, Fortitude; negates, See Text;
Spell Resistance: No.
Usually a creature steps on a surface (or leans against one, etc), a footfall happens, and a push occurs to keep movement going. This spell alters the rules of physics in a certain area so that stepping forward might not accomplish much.
Upon entering the area of the spell (touching the surface), the creature must make a reflex save or take 1d6 damage per caster level (Maximum 5d6). Upon a successful reflex save the creature takes 1 damage per caster level (maximum 5). This is considered Force damage but has an exception to the normal force rules (see below). This damage happens once when entering the area, and once when leaving; making a save for both.
Any creature that isn't ethereal or incorporeal so caught in the area counts it as 'Rough Terrain' for the purpose of movement, and are granted a Fortitude Save. Should the save fail; the creature in question falls prone. This happens only once per creature, per time entering the area.
This spell does not effect creatures on the ethereal plane (being partially in and out, such as Blinking, is the only exception). Incorporeal creatures that occupy a square adjacent to the surface, they are affected by this.
Should an incorporeal creature (or one that's blinking) try to move through the area around or through a surface covered by this spell, it must make a Fortitude Save or be immobile for the round. Making the save makes the squares 'rough terrain' against their movement; using all rules that mark such.
Cascading Reaches
Universal [Force]
4th Level
Components: V, S, M, (F)
Casting Time: 1 Standard
Range: Short; 25ft +5ft per two levels.
Targets: 1 Creature/per level, all within 30 feet of each other.
Effect: Dimensional Fissures disrupt targets' matter.
Duration: Instantaneous.
Saving Throw: Reflex; Half, Will negates.
Spell Resistance: Yes
Calling forth the quantum forces hidden between the barriers of quantum realities, the caster surrounds himself in an angelic looking circle of light, which distorts the matter of the targets in a sudden 'materialization and de-materialization' effect of force. This spell deals 1d12 points of force damage per two caster levels (max of 10d12 at level 20) with a reflex for half.
The targets also have Will save or they are Dazzled for one round/caster level.
Magic Focus: A Deep Crystal Blade worth 500gp
Material: A small meteorite taken from an asteroid belt; worth 100 gp.
Starlight Circle
Universal [Fire]
4th Level
Components: V, S, M
Casting Time: 1 Standard
Range: Personal
Effect Ring of Starlight centered on caster.
Area: 5 ft
Duration: 1 Round per level, or until completely discharged
Saving Throw: None or Fortitude for half.
Spell Resistance: No.
The caster surrounds herself with a ring of concentrated starlight. The ring burns creatures, objects and surfaces adjacent to the caster for 1d10 +1 per caster level (Max 15) damage from it's searing light, as the Searing Light spell. (Damage increases to 2d6 vs undead, and 2d8 vs undead that are weak to sunlight. Constructs take the base damage)
This light illuminates in a 30ft radius, 30ft shadowy.
At the casting of this spell it has one 'charge' per five caster levels (Maximum 4 at level 20). As a standard action, the caster can use a charge to fire a beam of starlight at a target as the Searing Light Spell. Once all charges are used the spell ends.
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Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
4th Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
4th Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
4th Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text:
Name
Universal [Descriptor]
Spell Level
Components:
Casting Time:
Range:
Aiming A Spell:
Target or Targets:
Effect
Area
Line of Effect
Duration:
Saving Throw:
Spell Resistance:
Descriptive Text: