HB = Home Brew Spells Obscuring Mist Air Bubble Create Air (HB) Shocking Grasp Feather Fall Cloud of bewilderment (HB) Gedlee's Electric Loop (HB) 2nd Level Spells Gust of wind Desiccating Bubble (HB) Stolen breath Fly Whispering wind Fog cloud Capricious zephyr Updraft 3rd Level Spells Stinking cloud Lightning bolt Call lightning Gaseous form Air walk | 4th Level Spells Eye of the hurricane Arc lightning Wind at my back Murderous mist Down draft Defenstrating sphere Cyclonic blast 5th Level Spells Solid fog Ball lightning Shape Air (HB) Binding winds Wind tunnel Control winds Whirlwind Wind walk 6th Level Spells Call lightning storm Master air Storm tower Cloudwalkers Stormrage Storm of vengeance Whirlwind, greater |
Home Brew Spells
1st Level
Create Air
(Alteration)Reversable
Sphere: Elemental (Air)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 1 person per two levels
Saving Throw: None
By means of this spell a priest may generate a bubble of fresh,breathable air around a person. This air will drive out the
stale air around a person and restore it to a 'fresh' state. In cases of individuals adrift in space, this permits another rolling of the die to determine duration of the fresh air. Within a larger envelope of air (such as the deck of a ship or the atmosphere of a planet), the freshened air will drift off,combining with the existing air. The spell can replace air that may be stale or befouled,
including air that is poisoned or tainted by a Cloudkill or Stinking Cloud spell.
For every two levels over first, the priest may create sufficient air for an additional person. At 3rd level he may create air for
two human-sized individuals, at 5th level sufficient air for three, and so on. Creating additional air around a single individual does not create a larger envelope; the excess air will simply drift off. The caster can refresh the air within his own personal air
envelope and that of others within the range of the spell, without needing to touch those individuals. The reverse of this spell, Destroy Air, immediately reduces the air around one target to "fouled", with all effects of that change. See Chapter 1 for more on this topic.
If the Create Air spell is used within a gravity field, inside otherwise hostile circumstances (such as inside a Cloudkill or
Stinking Cloud), it will allow the recipient a single clean breath before the created air bubbles to the surface. The material component for the spell is a small, stoppered flask.
(Alteration)Reversable
Sphere: Elemental (Air)
Range: 30 yards
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: 1 person per two levels
Saving Throw: None
By means of this spell a priest may generate a bubble of fresh,breathable air around a person. This air will drive out the
stale air around a person and restore it to a 'fresh' state. In cases of individuals adrift in space, this permits another rolling of the die to determine duration of the fresh air. Within a larger envelope of air (such as the deck of a ship or the atmosphere of a planet), the freshened air will drift off,combining with the existing air. The spell can replace air that may be stale or befouled,
including air that is poisoned or tainted by a Cloudkill or Stinking Cloud spell.
For every two levels over first, the priest may create sufficient air for an additional person. At 3rd level he may create air for
two human-sized individuals, at 5th level sufficient air for three, and so on. Creating additional air around a single individual does not create a larger envelope; the excess air will simply drift off. The caster can refresh the air within his own personal air
envelope and that of others within the range of the spell, without needing to touch those individuals. The reverse of this spell, Destroy Air, immediately reduces the air around one target to "fouled", with all effects of that change. See Chapter 1 for more on this topic.
If the Create Air spell is used within a gravity field, inside otherwise hostile circumstances (such as inside a Cloudkill or
Stinking Cloud), it will allow the recipient a single clean breath before the created air bubbles to the surface. The material component for the spell is a small, stoppered flask.
Cloud of Bewilderment
Evocation
Level: Forcebound 1
Components: V, S,
Casting Time: 1 action
Range: 10 ft.
Area: Cone
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You breathe out an invisible cloud of noxious air.
Anyone in the area is stunned and blinded for 1d6 rounds.
A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Gedlee's Electric Loop
Evocation [Electricity]
Level: Forcebound 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/three caster levels, each of which must be adjacent to another target
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures).
Each target must be in a square adjacent to another target.
The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target.
A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.
2nd Level
Necromancy
Level:
Components: S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere of air
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of supernaturally dry air rolls in whichever direction you point and engulfs those it strikes.
It moves 30 feet per round and can leap up to 30 feet to strike a target.
If it enters a space with a creature, it stops moving for the round and deals 2d4 points of damage as it evaporates moisture from the target.
(The subject can negate this damage with a successful Reflex save).
Oozes, creatures composed of water (such as water elementals), and creatures with the aquatic subtype take 2d6 points of damage.
The bubble moves as long as you actively direct it (a move-equivalent action for you); otherwise, it merely stays at rest.
The surface of the bubble has a spongy, yielding consistency (similar to that of a soap bubble, but not fragile and allowing objects to pass through it without affecting the spell) and so does not cause damage except by absorbing moisture.
It cannot batter down large obstacles.
The bubble winks out if it exceeds the spell's range.
3rd Level
4th Level
5th Level
Shape Air
Transmutation [Air]
Level: Forcebound 5
Components: V
Casting time: 1 Round
Range: Medium (100ft. + 10ft./level)
Target, Effect, or Area: Single Gas Substance
Duration: 5 rounds/2 levels
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows the mage to control the flow, density, and dispersion of a gaseous substance. For each caster level, you may shape and move up to 10 cubic feet of air or other gaseous substances. Using this ability, you can form breathable bubbles in water, draw the oxygen away from a flame, or push poisonous gases away.
Destroy Air
Transmutation [Air; see text]
Level:
Components: V, S
Casting Time: 1 round
Range: Medium close (25 ft. + 5 ft./2 levels)
Target: 1 person
Duration: 3 rounds
Saving Throw: Fortitude
Spell Resistance: Yes
This spell extracts the air from around the target, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to -1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath-if the victim fails the initial Saving Throw, the air in his lungs is extracted.