New Spells

New Spells
Ray of Frost Sor/Wiz 0 (Evocation) [Cold]
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage and slows the target. For 1 round after being struck, the target has its movement speed halved.
This replaces the underpowered version in the Core Rulebook, and gives it a “frost” flavor

Cold Snap- Sor/Wiz 3 (Evocation) [Cold]
Target: All creatures in burst
Range: 100 ft.
Duration: Instantaneous and 3 rounds
Casting Time: 1 action
Components: V, S
Saving Throw: Reflex
Spell Resistance: Yes

You create a 20 ft. burst of freezing energy that deals 1d4 points of cold damage per two caster levels to all targets within the burst. A successful Reflex save halves this damage. All targets who fail their Reflex saves are frozen in a block of ice that immobilizes them for 5 rounds, after which the ice melts away. Frozen creatures can still make attacks. As a standard action, a frozen creature may try to break free of the ice, making a Strength check or an Escape Artist check against the spell’s save DC. A successful check frees the creature. Attacking the ice can also break a creature free. The ice has a hardness of 2 and 12 hit points. The ice takes 1.5 times damage from fire and is immune to cold.

Conjured Weapon- Sor/Wiz 3 (Conjuration)
Effect: One Summoned Weapon
Range: 5 ft.
Duration: 1 round/caster level
Casting Time: 1 action
Components: V, S
Saving Throw: None
Spell Resistance: No

You summon a conjured weapon made of force that floats in the air on its own. On your turn, you can direct the weapon to move up to 30 feet as a move action. It can attack any adjacent creature as a free action. The weapon floats, so it can pass over small obstacles or pits. The weapon can be directed to attack any adjacent creature at a bonus equal to your caster level + either your Intelligence modifier (for wizards) or your Charisma modifier (for sorcerers). On a successful hit, the weapon deals 1d10+Intelligence or Charisma modifier damage. Because the weapon is made of force, it can deal damage to incorporeal creatures normally. The weapon threatens adjacent squares as if it were a creature, and can make one Attack of Opportunity each round. At 10th level, the weapon gains an additional attack per round. At 20th level, it can make three attacks per round.
The weapon gains an enhancement bonus to damage and attack equal to +1 per 4 levels of wizard or sorcerer.
Sunder attacks against the weapon are useless, as it is made of magical energy. A Disintegrate spell destroys it on a successful touch attack (Touch AC 12).

Pacify- Sor/Wiz 3 (Enchantment)
Target: 1 creature
Range: 50 ft. + 10 ft./level
Duration: 1 round/level
Casting Time: 1 action
Components: V, S
Saving Throw: Will
Spell Resistance: Yes

This spell calms the target, making it unwilling to engage in combat. If the spell is used on a creature that is enraged, the rage is immediately ended. If the creature attempts to enter a rage while under the effect of this spell, it must pass another Will save. Failure means that the rage state is not entered, but the rage is not consumed. A creature may only attempt such a save once per round. If cast on a creature that is not enraged, the target suffers a -2 morale penalty on attack and damage rolls, cannot charge and suffers a -2 penalty on Will saves against enchantment effects. It must make a Will save to enter a rage state (as described above).
Pacify counters Rage.

Thunderlance- Sor/Wiz 4 (Evocation) [Force]
Target: You
Range: Personal
Duration 1 round/level
Casting Time: 1 action
Components: V, S, M
Saving Throw: None
Spell Resistance: Yes

A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand. You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. This gives you a natural reach of 20 feet. You can use the thunderlance to make powerful melee attacks.
The thunderlance strikes as a Huge longspear dealing a base of 2d6 points of damage (crit x3). You only need one hand to wield the thunderlance, and you suffer no nonproficiency bonus if you do not have Martial Weapon Proficiency (Longspear). The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15 at 40 Strength) which replaces your Strength score when you make attack and damage rolls with the spell.
If you successfully strike a target protected by a force spell of 3rd level or lower, such as a Shield or Mage Armor spell, the thunderlance, may dispel the force effect in addition to damaging the target. Make a dispel check against the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail at this check.
You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.
Material Component: A small metal spear.

Spell Immunity- Sor/Wiz 5 (Abjuration)
Target: Self
Range: 0
Duration: 1 round/caster level
Casting Time: 1 action
Components: V, S
Saving Throw: None
Spell Resistance: No

The caster chooses a school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy or Transmutation). For the duration of the spell, the caster is immune to all spells from that school, including beneficial spells cast by the caster’s allies. Ongoing effects from the chosen school that target the caster are ended. This effect cannot dispel Spell Immunity.

Pierce Magic- Sor/Wiz 6 (Abjuration)
Target: 1 creature
Range 100 ft. (+ 10 ft./caster level)
Duration: 1 round/caster level/ instantaneous
Casting Time: 1 action
Components: V, S, M
Saving Throw: Will negates
Spell Resistance: No

You lower the target’s spell resistance by 1 for each 2 levels of wizard or sorcerer you possess (up to a maximum of -10). This effect lasts one round per caster level, up to a maximum of 10. You also remove one protective spell up up to 8th level, or two spells of up to 4th level.
Material component: A small silver needle.

Winter’s Fury- Sor/Wiz 5 (Evocation) [Cold]
Target: All creatures in burst
Range: 100 ft.
Duration: Instantaneous and 5 rounds
Casting Time: 1 action
Components: V, S
Saving Throw: Reflex
Spell Resistance: Yes

You create a 30 ft. burst of freezing energy that deals 1d6 points of cold damage per two caster levels to all targets within the burst. A successful Reflex save halves this damage. All targets who fail their Reflex saves are held in a block of ice for 5 rounds, after which the ice melts away. As a full-round action, a frozen creature may try to break free of the ice, making a Strength or an Escape Artist check against a the spell’s save DC. A successful check frees the creature. Attacking the ice can also break a creature free. The ice has a hardness of 4 and 30 hit points. The ice takes 1.5 times damage from fire and is immune to cold.

New Spells

Aerti Empire Kessenreich