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## [Tome] Some new combat spells

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Avoraciopoctules
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### [Tome] Some new combat spells

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Post by Avoraciopoctules » Sun May 09, 2010 4:25 am

I'm trying to put together some evocations that work differently than typical 3.x combat spells. The idea is to have mages that are entertaining and tactically engaging for the PCs to face without resorting to SoDs or in general, stuff that takes away much control over PC actions. Here are three I've come up with so far. There are others in progress, with a current completion estimate of "When I feel like it".
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First, something that allows me to have a wizard that doesn't carry a projectile weapon or Eldritch blast ability, but still has a tolerably decent ranged combat option that can last for a while in combat.
Invoke Mage Bolts
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes
The caster draws in magical power and releases it in the form of magical blasts of force. Each round this spell is active, the caster may produce an effect similar to a Magic Missile spell but with the caveat that the missiles do not auto-hit, and are rays which require a ranged touch attack (If the caster attempts to use Sneak Attack or other similar damage dice, it only applies to one bolt, but so long as at least one hits, the bonus damage still applies).
The first round, the caster may fire double the normal number of bolts.
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Something similar, but it makes the mage into a gradually escalating threat. And has a duration + max damage cap, so you don't spend the first quarter of the adventure chargin yo lazor.
Mage Bolt Cascade
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Concentration, max 1 minute/level
Saving Throw: None
Spell Resistance: Yes
The caster channels ever-increasing amounts of power into magical blasts. Each round the spell is active, the caster may produce an effect similar to a Magic Missile spell but with the caveat that the missiles do not auto-hit, and are rays which require a ranged touch attack (If the caster attempts to use Sneak Attack or other similar damage dice, it only applies to one bolt, but so long as at least one hits, the bonus damage still applies).
Every round after the first, the number of missiles in the salvo the caster fires increases by one, to a max of 1.5 per caster level, rounding down.
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A Flaming Sphere variant that doesn't hurt to look at quite as much.
Invoke Burning Orbs
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 Full-round Action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3 5-ft.-diameter spheres
Duration: 1 minute/level (See text)
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell causes 3 spheres of flame to materialize around the caster (in any adjacent spaces). They move as the caster wills, flying up to 20 feet each round. Directing them is a Move action, and they may not move through each other's spaces.
If one enters a space with a creature, it stops moving for the round and deals 5 points of fire damage to that creature, though a successful Reflex save negates that damage. Creatures also take this damage if they move through the sphere's space or remain in it for a round. The spheres ignite flammable substances they touch and illuminate the same area as torches.
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