From another thread: Elemental Spells..


Homebrew and House Rules


Okay so rather then hijack this thread
I figured I would create a new one when I started thinking and got on a roll.. I'm still coming up with more but here are the first few for your dissection

Glaive of Air
School Evocation; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F ( A Quarter Staff )
Range Touch
Effect: A blade of Air
Duration10 minutes/level (D)
Saving Throw none; Spell Resistance no
You cause the very air around you to coalesce on the end of your staff into the shape of a blade.
The damage type of your staff changes to slashing. The damage increases to 1d10
You are considered proficient with this weapon while the spell is in effect.

Armor of Earth
School Abjuration; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F Contact with the ground
Range Self
Effect: Earth moves to protect you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
The very ground moves to protect you. A form fitting shell of earth and rock slides up around you that shifts to absorb blows.
While in contact with the ground you gain Damage Reduction 5/-

Whip of Water
School Evocation; Level Druid 2, Sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft
Effect: Whip of Liquid
Duration 1 minutes/level (D)
Saving Throw none; Spell Resistance no
A whip of water springs from your hand. The whip can be conjured to be either 5’, 10’ or 15’ to provide reach when the spell is cast. Changing the length of the whip after the initial casting is a move action. The whip only threatens squares at its end.
The water forms a razor like edge that deals 1d6 slashing damage +1 point per level (max +10)..
The whip can be used to make trip attacks or disarms.
If released the water of the whip evaporates instantly.

Orb of Travel
School Conjuration; Level Druid 2, Sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range directly beneath the caster
Effect: A swirling orb of air that buoys the caster above the ground
Duration concentration to a max of 1 round/level (D)
Saving Throw none; Spell Resistance no
The caster is lifted 2’ above the ground providing protection from any harmful material there such as lava, water, quicksand, caltrops, entanglement spells.. etc.
The orb will skim across any surface and boosts the casters movement rate by 10’ plus an additional 10’ per 5 levels.
If the orb is ridden off a cliff or ledge it dissipates into a feather fall spell targeted on the caster.


Back in 2e I played an elementalist (earth) specialist wizard. Here is one of the spells I created for him.

Malicarth’s Blasting Sand
Evocation [Earth]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft. line
Area: 120 ft. line
Duration: Instantaneous
Saving Throw: Reflex half (See Text)
Spell Resistance: Yes

You generate a blast of sand that inflicts 1d4+1 points of damage per caster level (maximum 10d4+10) to each creature within its area and blinds them for one round. The blast begins from your hand. A successful reflex save reduced damage by half and negates the blinding effect.

Malicarth’s Blasting Sand strikes with enough force to scour stone and etch metal. If the damage caused to an interposing barrier shatters or break through it, the blast may continue beyond the barrier if the spell’s range permits, otherwise it stops at the barrier just as any other spell effect does.

Material Component: A piece of sandstone.


Nice I like that,
here is another. It might be a little open to abuse though, i'm not sure.

Plinth of Earth
School Conjuration; Level Druid 3, Sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, DF
Range Close (25’ + 5’/level)
Effect: A 10’ tall 5’ wide pillar of earth bursts from the ground beneath the target. 1 plinth for every 3 levels. Max 5 plinths.
Duration: instant, 1 rounds per level
Saving Throw see text; Spell Resistance no
You cause the ground beneath the target to erupt upwards into a pillar. Against large or smaller creatures the pillar raises the creature up into the air. Larger creatures cause the pillar to crumple under the weight. An acrobatics check Dc-20 allows the creature to retain its footing atop the pillar. Failure results in the creature being knocked prone atop the pillar. Failure by more than 5 causes the creature to fall off the plinth.
If used on a friendly target the Acrobatics DC drops to 15. The plinths may be used for cover by those on the ground.


and another..
Orbs of Earth
School Evocation; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF
Range Close (25’ + 5’/level)
Effect: You pull chunks of earth and rock from the ground and hurl them at your target
Duration:, 1 round per level or until expended
Saving Throw none; Spell Resistance no
Upon casting this spell you gain the ability to rip chunks of earth from the ground and hurl them at your target. You may hurl 1d6 points of damage / level broken up among as many orbs as you like. For example a 5th level caster’s orbs contain a max of 5d6 damage. He may hurl one orb for the full damage thus ending he spell or break the 5d6 up into smaller orbs dealing any combination that adds up to 5d6. Any number of orbs may be hurled in a single round. But once the max number of dice have been hurled the spell ends.
Each orb requires a ranged attack roll to hit and strikes the first target it reaches in a straight line for non magical Bludgeoning damage. A target behind another cannot be targeted by the orbs.


No one has any comments or critiques?
Did someone break my internets? or did it finally run out of opinions?!?
:)


Cinderfist wrote:

Nice I like that,

here is another. It might be a little open to abuse though, i'm not sure.

Plinth of Earth

So what happens if the Plinth smashes someone into the ceiling?


Thraxus wrote:
Cinderfist wrote:

Nice I like that,

here is another. It might be a little open to abuse though, i'm not sure.

Plinth of Earth

So what happens if the Plinth smashes someone into the ceiling?

Here is a rough spell:

Air Blast

Hyperchanneled air gives you the ability to push enemies with a very strong force (Your Bullrush +3/4/5 per caster level). If the enemy is pushed into a wall it takes 1d6 damage per every 3/4/5 unused bull rush points

Im still balancing out the glitches.

Plus a Metamagic Feat:

Move wall +2/+3 to level

When this metamagic feat is used with a wall spell you may move 1 square per caster level as long as it contingues to be 1 wall.

This gives you an attack, allowing you to crush enmies. (Il figure the stats behind it later)

And Be free to hyjack my thread anytime you want.

I also tried to make alternate Caps for Oracles. Here is a rough Idea:

You can choose to permanentify some one of your chosen abilities. Im still not finished though.

Hell thats why I need harworking people like you to do the work for me. Thank you =)

Grand Lodge

Cinderfist wrote:

Okay so rather then hijack this thread

I figured I would create a new one when I started thinking and got on a roll.. I'm still coming up with more but here are the first few for your dissection

Glaive of Air
School Evocation; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F ( A Quarter Staff )
Range Touch
Effect: A blade of Air
Duration10 minutes/level (D)
Saving Throw none; Spell Resistance no
You cause the very air around you to coalesce on the end of your staff into the shape of a blade.
The damage type of your staff changes to slashing. The damage increases to 1d10
You are considered proficient with this weapon while the spell is in effect.

Armor of Earth
School Abjuration; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF/F Contact with the ground
Range Self
Effect: Earth moves to protect you
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
The very ground moves to protect you. A form fitting shell of earth and rock slides up around you that shifts to absorb blows.
While in contact with the ground you gain Damage Reduction 5/-

Whip of Water
School Evocation; Level Druid 2, Sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range 0 ft
Effect: Whip of Liquid
Duration 1 minutes/level (D)
Saving Throw none; Spell Resistance no
A whip of water springs from your hand. The whip can be conjured to be either 5’, 10’ or 15’ to provide reach when the spell is cast. Changing the length of the whip after the initial casting is a move action. The whip only threatens squares at its end.
The water forms a razor like edge that deals 1d6 slashing damage +1 point per level (max +10)..
The whip can be used to make trip attacks or disarms.
If released the water of the whip evaporates instantly.

Umm...they are all pretty overpowered as a 1st level spell. The air one being the least and earth the most. DR 5/-?!? Stoneskin which is a 4th level spell is dr 10...and it can be bypassed. The have to be on ground is a limit...but not much of one. One top of that stonekin as a damage limit...this spell does not...at 3 levels lower. This spell would be good as a 4th level spell...at 1...bloody broken. The water is just flame blade+...it ramps up damage faster, has variable reach and you can trip and disarm with it. The air one is kinda okay...but that 10 min/level is pretty long.

Grand Lodge

Cinderfist wrote:

and another..

Orbs of Earth
School Evocation; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF
Range Close (25’ + 5’/level)
Effect: You pull chunks of earth and rock from the ground and hurl them at your target
Duration:, 1 round per level or until expended
Saving Throw none; Spell Resistance no
Upon casting this spell you gain the ability to rip chunks of earth from the ground and hurl them at your target. You may hurl 1d6 points of damage / level broken up among as many orbs as you like. For example a 5th level caster’s orbs contain a max of 5d6 damage. He may hurl one orb for the full damage thus ending he spell or break the 5d6 up into smaller orbs dealing any combination that adds up to 5d6. Any number of orbs may be hurled in a single round. But once the max number of dice have been hurled the spell ends.
Each orb requires a ranged attack roll to hit and strikes the first target it reaches in a straight line for non magical Bludgeoning damage. A target behind another cannot be targeted by the orbs.

Once again too powerful...that is a 1st level spell that ramps up to more damage more then higher level spells. Scorching Ray caps at 12d6 and that is considered a premo blasting spell...this beats the living snot out of it at level 1. As a first level spell, there should be a cap of 5d6.


Cold Napalm wrote:


Once again too powerful...that is a 1st level spell that ramps up to more damage more then higher level spells. Scorching Ray caps at 12d6 and that is considered a premo blasting spell...this beats the living snot out of it at level 1. As a first level spell, there should be a cap of 5d6.

Okay lets see. Comparing it to scorching ray.

Scorching Ray only requires a range touch attack.
Orbs of Earth requires a full range attack.

Scorching ray caps at 12d6 in the form of 3 rays.
Orbs of Earth. you're right it needs a cap. I'd say 10d6.

Scorching Ray.. easier to hit, does more dice of damage.
Orbs of earth.. hits more targets, can be held for multiple rounds.

as you level..
Scorching Ray--------Orbs of Earth------Produce Flame
3rd level 4d6--------3d6----------------3d6+9
6th level 4d6--------6d6----------------6d6+30
7th level 8d6--------7d6----------------7d6+35
10th level 8d6-------10d6---------------10d6+50
11th level 12d6------10d6---------------12d6+60
There I don't think that's over powered when you consider Scorching Ray and Produce flame only require touch attacks. While Orbs of Earth would need a regular attack. Also you are flinging a normal lump of earth and stone at the target. So any DR or Blunt resistance would be fully functional against this spell.


okay as for the first three you didn't like.
Yeah i was debating on the armor of earth. I'm thinking DR 3/- would be better. I could see adding in a damage absorption limit too. Say 5 points per level and Make it a 2nd level spell. That should fix it up.

Glaive of air: I balanced this one off Shillelagh. It last longer but does less damage and isn't considered a magical weapon. I don't see any issues with this one as is.

the whip is supposed to be a variant flame blade, except it does basic slashing damage as opposed to fire. I did miss that flame blade only gets a +1 per 2 level. The whip should be changed to match i think.

RPG Superstar 2012 Top 32

I like Plinth of Earth A LOT!!! But I think it would also be cool if the size of the Plinth was 10 feet + 10 feet for every 2 or 3 levels, and had a range of Medium (100 + 10 per level). That way, it could be used to make a "bridge" of pillars to jump to and from to cross water, lava, etc. And MAYBE have the Acrobatics check be base 20, but altered up and/or down by the caster level for opponents and/or allies.

I was working on an elementalist alchemist a while back....I'll have to dredge it up and work on it some more now!


Yeah I'm working on refining the Plinth of Earth spell though. I came up with most of these on the fly and this one has the potential for the most abuse. I'll post another draft when i'm done tinkering.


Alright after a 2nd pass..

Plinth of Earth
School Transmutation; Level Druid 3, Sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, DF
Range Close (25’ + 5’/level)
Effect: A 10’ tall 5’ wide pillar of earth bursts from the ground beneath the target. 1 plinth for every 3 levels.
Duration: instant, 1 round per level then the plinth crumbles
Saving Throw see text; Spell Resistance no

You cause the ground beneath the target to erupt upwards into an earthen pillar. The pillar can be a max of 10’ tall + 10’ for every 3 level above 5th. To a max of 50’ at 17th level. Against large or smaller creatures the pillar raises the creature up into the air. Creatures of size huge or larger cause the pillar to crumple under their weight. A reflex save allows the creature to retain its footing atop the pillar or step off before being lifted to dangerous heights. Creature's Choice. Failure results in the creature being knocked prone atop the pillar. Failure by more than 5 causes the creature to fall off the plinth at max height.
If used on a friendly target an Acrobatics check DC 15 allows the target to remain standing atop the growing plinth. If the target is lifted to a height that would force them against the ceiling they take 1d6 crushing damage for each 10' traveled. The plinth will then crumble and collapse from the impact. Possibly resulting in falling damage for the victim.
The plinths may be used for cover by those on the ground. The plinths have an AC 10 and 3 hp per 2 caster levels.

any thoughts on abuse? or if it's over powered.

RPG Superstar 2012 Top 32

Looks good, but they should probably have more hit points. I think there are rules for stone columns, give them AC 4 (Large object with 0 Dex), Hardness 8, and hit points appropriate for there size, probably 500 per 5 x 5 x 10 foot section.

I would also change the duration to 1 round per level instead of instantaneous, then crumble after 1 round per level. I would also make then 10 feet tall per 3 caster levels instead of per 3 caster levels after 5; it's just easier that way.

But it seems nice and balanced. Might want to add a rule about getting trapped between 4 plinths, or a wall and 3 plinths, an alley and 1 plinth, etc. Probably just a Reflex save to avoid being trapped in that area and move to the closest legal position outside that spot.

Dark Archive

I like the idea of air, earth and water spells that don't have anything to do with electricity, acid or cold, but 'weapon of X' spells seem a little Forgotten Realms. (Every FR product seemed to include a 'sword of X' or 'whip of X' spell, and it got a little old.)

Spells that produce jets of wind or water that bull rush or trip or disorient a foe, or hurl boulders at them, could be neat.

One that creates a tremor, the caster punching the ground (or smacking it with their staff) and sending a line-shaped earth-tremor towards a foe, tripping everyone in that line (and inflicting like 1d6 bludgeoning damage or something), could be funky.

One that sends out a tentacle of water that grapples another, and is hard to counter-grapple, as attacks flow through it (DR 5 / bludgeoning for the tentacle, as only crushing blows 'splash' enough of it away to meaningfully disperse it), and, if it gets a pin result, starts *drowning* the target, could be fun (although it would take a long time to kill someone, if they hold their breath. On the other hand, perhaps it forces it's way down their throat, and kills them in just a few rounds, if the tentacle isn't dispersed!).

Some sample earth and stone related spells (for 3.0, not converted for Pathfinder).

Dark Archive

For inspiration for elemental spells that doesn't do Acid, etc., you might want to check out the old Al-Qadim setting. It is second edition, so some work is needed, but I remember some cool spells. If I get the time, I will whip it out and do a couple of conversions.

Dark Archive

Bruno Kristensen wrote:
For inspiration for elemental spells that doesn't do Acid, etc., you might want to check out the old Al-Qadim setting. It is second edition, so some work is needed, but I remember some cool spells. If I get the time, I will whip it out and do a couple of conversions.

Ooh, good catch, lots of fun sand spells in that one!

Sand, sky, sun and sea, the four S's!

Athas had a ton of elemental spells as well, since all clerics were elemental clerics, pretty much.


Smilo: i didn't wanted to make the plinths more earth like then stone based. I was trying to keep the spell weaker then the actual Wall of Stone spell. Otherwise I could see an abuse where a caster clogs a hallway with the plinths. That's why I didn't give them a hardness or too many hit points. I think your version would need to be higher level. Since it sounds to me like a superior wall of stone.

Bruno: ooh i forgot about that setting. i think i' have it sitting somewhere at home. I'll have to take a look. The sandstorm book from 3.5 might have a few too.. I'll have to check.

Set: I like the tremor spell idea. Let me see what I can come up with.


Here we go, how do these look.

Tremor
School Evocation; Level Druid 2, Sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Area: 15’ cone in any one direction
Effect: You cause the ground to ripple and shake
Duration: Instant
Saving Throw see text; Spell Resistance no
By striking the ground with either weapon or limb (foot or fist) you cause a tremor to emanate outwards violently knocking creatures prone. Creatures or objects of size Large or smaller must make a reflex save or are hurled to the ground and suffer 1d4 points of damage per level of the caster. Max 10d4 at 10th level. Those that make their save must spend a move action to regain their balance but suffer no further ill effects. This spell has no effect on creatures or objects larger then Size Large.

Greater Tremor
School Evocation; Level Druid 4, Sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Area: 10’ radius + 10’ per 5 levels
Effect: You cause the ground to ripple and shake
Duration: Instant
Saving Throw see text; Spell Resistance no
By striking the ground with either weapon or limb (foot or fist) you cause a wave like tremor to emanate outwards violently knocking creatures prone. All creatures or objects of size Huge or smaller must make a reflex save or are hurled to the ground and suffer 1d6 points of bludgeoning damage per level of the caster. Max 10d6 at 10th level. Those that make their save must spend a move action to regain their balance and are pushed to the perimeter of the spell but suffer no further ill effects. This spell has no effect on creatures or objects larger then Size Huge. Creatures pushed by the spell into a wall or similar barrier simply stop at the barrier.

Sovereign Court

Orbs of Earth
Take a peak at Snilloc's Snowball (Not "Swarm"), from Unapproachable East (I think). I would base Orbs of Earth on it. Specifically of note, the duration is the level-dependant variable, not the damage dice. The result is a snazzy and memorable spell, but not one that is devastatingly powerful for it's level.

As for a level cap... if you look through existing spells, the precedent is that when a cap is needed, 1st level spells cap at 5th caster level, 2nd at 10th, 3rd at 15th (Scorching Ray caps at 12 likely only because it's the first multiple of 4 above the normal caster level 10 cap).

Armor of Earth
DR 5/- is WAY above the curve for a 1st level spell. The previous comparison to Stoneskin highlights most of the issues. My suggestion would be to make the DR number a variable bonus. The Magic Vestment AC bonus progression might be a good option to copy. Or, convert the range to ally touched, and maybe follow the Magic Weapon/GMW model (i.e. a 1st level spell granting DR 1/-, with a higher level version offering a progression).

Orb of Travel
I don't quite get the elemental tie in with this spell. I would instead make it a watered down version of Air Walk, with thematic wording that the person is walking on buffets of air. Alternatively, maybe theme it to be an ice bridge, ala Ice Man of Marvel Comics fame. I'd also clean up the featherfall wording, make the trigger be based on distance from the ground (say triggers at more then 10 feet), and then mimic the "not-featherfall" effect mentioned in Fly.

Plinths of Earth
Very unique and odd. I can see the potential for abuse, but it's also the kind of spell that I would have to see played a few times before I could really comment on how well it's power level is balanced. My main concern would be the ceiling smash followed by fall damage, resulting in essentially double damage. I'd also be concerned about them being too easy to break being exploitable (as in breaking them to make someone on top of them fall).

Tremor (& Greater)
I think the move without a save is a bit above power curve, especially given the sizes affected for the level of the spell. I would either allow the save to negate movement, perhaps add a second save (ala Phantasmal Killer, maybe Fort or even CMB vs. moving), or reduce the sizes auto affected (small and smaller for the lvl 2 version, large and smaller for the level 4 version). I would also suggest adding a note that creatures with 4 or more legs gain a stability bonus to the move save (or are treated as one size larger if you make the move automatic), just like they would get vs. a bull rush.


Laughing Goblin wrote:


Armor of Earth
DR 5/- is WAY above the curve for a 1st level spell. The previous comparison to Stoneskin highlights most of the issues. My suggestion would be to make the DR number a variable bonus. The Magic Vestment AC bonus progression might be a good option to copy. Or, convert the range to ally touched, and maybe follow the Magic Weapon/GMW model (i.e. a 1st level spell granting DR 1/-, with a higher level version offering a progression).

Yes you're right 5/- is too much, 3/- and it being 2nd level self only seems reasonable to me. reducing physical attacks by 3 at 3rd level hardly seems OP to me. I posted a revision further up the thread. I could see adding in a movement reduction. Something like the caster's speed is reduced by 10'. But at that point i might make it 1st level again.

Quote:


Orb of Travel
I don't quite get the elemental tie in with this spell. I would instead make it a watered down version of Air Walk, with thematic wording that the person is walking on buffets of air. Alternatively, maybe theme it to be an ice bridge, ala Ice Man of Marvel Comics fame. I'd also clean up the featherfall wording, make the trigger be based on distance from the ground (say triggers at more then 10 feet), and then mimic the "not-featherfall" effect mentioned in Fly.

I take it you haven't seen the avatar cartoon. I took this directly from it. The main character rides around on a swirling ball of air in the opening credits.

Quote:


Plinths of Earth
Very unique and odd. I can see the potential for abuse, but it's also the kind of spell that I would have to see played a few times before I could really comment on how well it's power level is balanced. My main concern would be the ceiling smash followed by fall damage, resulting in essentially double damage. I'd also be concerned about them being too easy to break being exploitable (as in breaking them to make someone on top of them fall

I rewrote the plinths a bit above as well. I don't see breaking a plinth to make someone fall as an exploit. At 8th level you're talking a fall of 20'. 4d6 damage ( 2d6 up, 2d6 down(which could be reduced thru a number of methods)?)

As for the greater tremor. It's a 4th level spell. Basically it's a fireball that knocks you prone, but does nothing on a save except move you. I'm having trouble seeing how that is op.

On a side note.. Snilloc's Snowball.. the only one i recall was from FR 2nd edition. It did 1d3 cold damage. Basically a 0 level spell now. Back then it was next to worthless. Did they change it in the book you mentioned?


Alrighty here is a revised Orbs of Earth

Orbs of Earth
School Transmutation; Level Druid 1, Sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, DF
Range Close (25’ + 5’/level)
Effect: You pull chunks of earth and rock from the ground and hurl them at your target
Duration:, Instant
Saving Throw none; Spell Resistance no
Upon casting this spell you rip chunks of earth from the ground and hurl them at your target. The orbs inflict 1d6 points of damage / 2 levels broken up into as many orbs as you like. Max 5d6 at 10th level. Each orb must do a minimum of 1d6. For example a 6th level caster’s orbs contain a max of 3d6 damage. He may hurl one orb for the full damage or break the 3d6 up into smaller orbs dealing any combination that adds up to 3d6.
Each orb requires a ranged attack roll to hit and strikes the first target it reaches in a straight line for non magical Bludgeoning damage. A target behind another cannot be targeted by the orbs.

I think that should keep it nicely as a 1st level spell.

Sovereign Court

Cinderfist wrote:
I take it you haven't seen the avatar cartoon. I took this directly from it. The main character rides around on a swirling ball of air in the opening credits.

I have not seen the commercial, and took the thread to be on elemental spells, not "Avatar: the Airbender" themes specifically, hence my suggestions, please pardon any confusion.

Quote:
On a side note.. Snilloc's Snowball.. the only one i recall was from FR 2nd edition. It did 1d3 cold damage. Basically a 0 level spell now. Back then it was next to worthless. Did they change it in the book you mentioned?

Yeah, the version I was thinking of was in 3.0 Unapproachable East. I don't want to post the complete spell here, as it's not Paizo IP. The general idea, if I'm remembering correctly, is that it summons snowball's to your hand dealing d6+CL either at range (via throwing), or touch (smashing the snowball over someone's head); you get 1 attack with a snowball per round, for rounds equal to your caster level (with a cap, I believe).

Quote:
As for the greater tremor. It's a 4th level spell. Basically it's a fireball that knocks you prone, but does nothing on a save except move you. I'm having trouble seeing how that is op.

My issue is that Greater Tremor is better then 2-3 different spells all at once. It's a slightly weaker version of a fireball (due to range/share/and level cap), but still potent damage. It functions like a 1 round Hideous Laughter, with no save (since the effect happens even if someone succeeds the save vs. Greater Tremor). Then on top of that, it blows Hurricane Blast out of the water, pushing creatures several size larger then the caster to range with no save. What about the spell giving a CMB check against the targets, ala Bull Rush.

RPG Superstar 2012 Top 32

I really like the Greater Tremor (damage + prone), but moving a target on a failed save is pretty powerful. It's basically a 1 round Repulsion spell with no save!

But I REALLY like the concept. Maybe change it up so there is Tremor at 2nd, Improved Tremor at 4th (damage + Prone), and Greater Tremor at 6th (damage + prone + move targets).

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