Homebrew Spell Advice - Supercharge


Homebrew and House Rules


Quote:

Supercharge

School evocation [air, force]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, F (a rod or staff made of a rare metal worth at least 10,000 gp; if it is a limited use per day item or an item with charges, it must have at least one use or charge left at the time of casting which then consumes 1 use or charge of the item, whichever is applicable)
Effect a coruscating bolt of eldritch power from your focus to the sky which suffuses you with potent energies
Target you
Duration 1 round/level or until discharged
Saving Throw see text; Spell Resistance see text

This spell calls forth pure arcane energy that supercharges your ability to cast spells or can be used in a singular brilliant display of power. When you cast this spell, you hold the focus toward the sky as a bolt of pure eldritch energy extends from the tip of your focus straight to the sky. If you cast this spell in an environment without an exposed sky, then the casting fizzles with no effect. Creatures and cloud formations caught in the path of this bolt are pushed out of its way as though by a gust of wind spell. If a creature caught in its path cannot be moved by such means, it instead takes 1d6 points of force damage per caster level (to a maximum of 25d6). Should a barrier or other effect be between the bolt and the sky that would block its path, it punches a hole through it effectively destroying the point of contact with the bolt and continues on its path until all such barriers and/or creatures are punctured, moved, or damaged, respectively, and it reaches the upper atmosphere where it dissipates into an ether of pure magical energy. This bolt dissipates at the end of the action required to cast this spell. However, this is not the main effect of the spell.

Any arcane spell cast by you gains a +2 enhancement bonus to the caster level and DC of any saving throws against the spell and have a 50% chance of being affected as if the Empower Spell metamagic feat were applied to it (or the Persistent Spell metamagic feat if the spell cast has no variable, numeric components) without increasing the spell level or casting time. Spells prepared with the feat applied (for a prepared caster) or selected as part of the casting (for a spontaneous caster) already applied to them gain no additional benefit other than an increased caster level and DC. Lastly, you may discharge this spell with a bolt similar to the one when this spell is first cast. The bolt does 2d6 points of damage for every round of duration remaining (to a maximum of 40d6). This bolt acts as a disintegrate spell in every way except for the amount of damage it inflicts and it being an evocation effect rather than transmutation. The increase of DC granted by this spell applies to this bolt.

Whatchya think? Critiques?

The inspiration was arcane concordance, a level 3 spell, with +1 DC effect, application to caster level, and the metamagic feat options are +2 feats rather than +1 feats. The 50% chance for those metamagic effects was to balance what I felt was simply too good for spells in general since it applies to all spells cast while under the effect. The disintegrate effect with the sliding damage seemed like a neat way to deal with hanging duration, provide some extra utility, and helped put it squarely into 9th level territory where without it I'd likely have put it at level 7. The beginning paragraph I don't really see being applied but I wanted to describe what should happen rather than letting it be a purely harmless bolt.

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