| Karuth |
Every couple of months I get the urge to play a Ray (or ranged touch attack) Specialist. And every time I sit down and crunch numbers I find the number of good (damage dealing) Ray Spells lacking. Thus I created some of my own.
I used the guidelines of the "Designing Spells" chapter and also looked at monster abilities to see where to place the powerlevel.
Ray of blinding acid:
Level: 5
Reach: Close
Effect: Fires a glob of sticky acid that deals 4d6 initial acid damage and 2d6 damage each following round.
Duration: 1rd per 3 levels
The effected creature is also blinded and can't use the scent ability for the duration of the spell, unless it succeeds on a Fortitude Save.
The creature can spend a full round action each round to get a new save against the blindness/ no scent effect (cleaning eyes/nose). Having at least 1 gallon of water at hand gives a +2 bonus on the save.
Spell Resistance: No?
Reference: Acid Arrow.
This ray is a stronger version of Acid arrow. It does not really deal much damage for a 5th level spell (even if you sum up all dice for a level 18 caster its only 16d6... 1 dice above the recommended value). That's why it got the blinding mechanic.
Sonic Lance:
Level: 6
Reach: Medium
Effect: You fire a concentrated beam of sound from your mouth that deals 8d6 damage on a hit.
Creatures hit must make a fortitude save or be knocked prone.
You can also aim at rock and other non magical material to create a small explosion that deals 2d6 piercing damage (Reflex halves) in a 10ft radius.
Spell Resistance: Yes (unless you shoot the ground)
Reference: Shout, Greater Shout, Yrthak (monster)
This spell pretty much replicates the ability of the magical beast Yrthak. The Yrthak has 12 HD (CR9), which would mean a 12 HD full caster would have 6th level spells, thus 6th level spell.
Damage is between shout and greater shout, but only single target thus I added the knock over effect on a direct hit to balance it out a bit.
Deflagrate
Level: 9
Reach: Long
Effect: A thin, hardly visible line of energy strikes from your hand, piercing a creature's skin to incinerate its insides thus dealing 1d6 fire dmg per level (25 max).
If hit, the creature must make a fortitude save or suffer half this damage again as the heat inside the body tries to work its way outside.
A creature reduced to below 0 through the second burn, explodes violently dealing half the initial fire damage as well as 1d6 piercing damage to all within 20 ft (Reflex halves).
The spell's power is also potent enough to melt solid rock or iron. You can instantly melt such materials in a 10ft radius (from the impact point), turning a floor into a lava pit and burn holes in walls and ceilings.
Creatures that fall into such a pit (Reflex negates) or get hit by lava falling from the ceiling or a wall (Reflex halves) take 10d6 fire damage. Since lava clings to you, you take damage even after you get out of the area (see environmental dangers: Lava)
Spell Resistance: initial ray Yes, follow-up damage, (possible) explosion and fire damage from created lava No
Reference: I don't recall any level 9 ray spell at all (although Meteor Swarm does allow touch attacks). So yeah... just wanted to see if I could create a ray spell that comes even close to what other level 9 spells do.
Since just damage is rather moot at this level I added the rock melting part for extra fun and versatility. This allows to switch from Fort Saves to Reflex Saves and negates spell resistance. Also its cool to melt rock :)
Phase Ray
Level: 4
Reach: Medium
Effect: You can fire a glowing projectile of pure arcane energy at a creature, dealing 4d4 force damage. You can fire an additional projectile at 11th and 15th level, all of which must be fired at targets within a 30 ft radius.
Due to the special nature of the projectile you can have it phase through one obstacle in its path, such as a wall, creature or object. This allows you to negate cover (even total cover if you have a way of locating the creature). Each projectile can pass through 5 ft of material (or 1 ft of lead) or one huge creature at most.
However, it can't penetrate force effects (Wall of Force, Ring of Force Shield, Mage Armor etc.) or dimensionally anchored objects/creatures.
Reference: Magic Missile.
The reason it is called a ray is because it flies so fast it looks like a line rather than a projectile.
Force damage is so rare. I tried to stay at the lower end of damage and instead give it a unique and cool ability.