
Indagare |

I'm trying to work out spells so that there is more variety, particularly in the elements. I'd like thoughts on these.
Create Earth
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Effect up to 60 pounds of earth/level
Duration instantaneous
Saving Throw none; Spell Resistance no
Description
This spell generates an area of very fertile earth similar to terra preta. The earth may be shaped in any way, though will generally cover an area 4.5 feet square with a thickness of 3 inches. This earth disappears after 1 day if nothing is planted in it. Planting anything within the area makes the earth permanent.
Note: Conjuration spells can't create substances or objects within a creature.
Reveille
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
Any creature within the area becomes alert and attentive, getting a +5 bonus on Perception checks and a +2 penalty on Will saves against sleep effects while the reveille is in effect. Reveille lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
Alter Waves
Casting
Casting Time 1 minute
Components V, S
Effect
Range: close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius emanation
Duration: 1 hour/level
Saving Throw: Will negates; Spell Resistance yes
Description
You subtly enhance or diminish the effects of natural waves within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wave heights are either increased or decreased by one step in intensity. The maximum wave height you can affect with this spell is based on your caster level, as shown on the table below. Alter waves has no effect on magical wave effects.
The wave height does not apply underwater, however when underwater the spell acts like alter winds with respect to sea currents.
Caster Level----Wave Height---------------------State of Water
1st-3rd---------0 to 1.25 m (0 to 4 ft.)--------Calm to Slight
4th-9th---------1.25 to 2.5 m (4 ft. to 8 ft.)--Moderate
10th-15th-------2.5 to 4 m (8 ft. to 13 ft.)----Rough
16th or higher--4 to 6 m (13 ft. to 20 ft.)-----Very Rough
I wanted to create the following 0-level spells similar to Acid Splash or Ray of Frost, but one is evocation and the other is conjuration and I'm not sure which these should be:
Ray of Flame: Ray deals 1d3 fire damage.
Sonic Orb: Orb deals 1d3 sonic damage.
Static Bolt: Bolt deals 1d3 electric damage.

Weables |

First of all, Sonic damage tends to have 1 damage dice lower than other spells because its a damage type with less resistance than the rest. So I'd give it 1d2 damage.
Second, the only reason acid splash is listed as conjuration is under the premise that you actually create the physical acid, and throw it. I'd list the rest you have there under evocation unless you want to create similar mechanics for them. Of those, I have a hard time justifying conjuring sound and throwing it, but fire may be viable. Electricity is on the fence.
Of the 3, if you really wanted to make one conjuration, fire's the most logical choice.

Indagare |

First of all, Sonic damage tends to have 1 damage dice lower than other spells because its a damage type with less resistance than the rest. So I'd give it 1d2 damage.
Second, the only reason acid splash is listed as conjuration is under the premise that you actually create the physical acid, and throw it. I'd list the rest you have there under evocation unless you want to create similar mechanics for them. Of those, I have a hard time justifying conjuring sound and throwing it, but fire may be viable. Electricity is on the fence.
Of the 3, if you really wanted to make one conjuration, fire's the most logical choice.
I don't have a preference one way or another for conjuration or evocation, I just tend to have a hard time remembering the difference when it comes to certain types of spells.
Any thoughts on the other three?

Weables |

Reveille seems too much for a 0 level spell. Guidance alone gives a +1 bonus to a single save, and this gives a +2 on top of the perception bonus.
That's assuming you meant +2 save bonus, because a +2 save penalty is impossible.
It would also be better balanced as concentration, up to rounds per caster level, indefinite PLUS rounds per caster level.
So at level 1, you'd get one round period. Level 2 you could have 2, but requires concentration.
The other two...honestly, I dont see a glaring need for them. Its a farmers/fishers spell, and not suited to adventurers such as wizards and such, so would probably be cast by adepts and things. No need to have em on a real spell list.

Indagare |

Reveille seems too much for a 0 level spell. Guidance alone gives a +1 bonus to a single save, and this gives a +2 on top of the perception bonus.
That's assuming you meant +2 save bonus, because a +2 save penalty is impossible.
It would also be better balanced as concentration, up to rounds per caster level, indefinite PLUS rounds per caster level.
So at level 1, you'd get one round period. Level 2 you could have 2, but requires concentration.
The other two...honestly, I dont see a glaring need for them. Its a farmers/fishers spell, and not suited to adventurers such as wizards and such, so would probably be cast by adepts and things. No need to have em on a real spell list.
Reveille is supposed to be the opposite of lullaby
*shrugs* I've always thought there needs to be more spells of other elements. Create water is also utilitarian.

Indagare |

Static Bolt aka "Jolt" cantrip already exists as rare cantrip I believe.
Okay. After you mentioned it, I was able to find it:
Electric Jolt
( Magic of Faerun)
Evocation [Electricity]
Level: Sorcerer 0, Wizard 0,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You release a small stroke of electrical energy.
You must make a ranged touch attack to deal damage to a target.
The spell deals 1d3 points of electricity damage.