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Daron's Tremor

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(Alteration, Evocation)

Level : 3
Range : 10 yards
Components : S,M
Duration : Instantaneous
Casting Time : 1
Area of Effect : Special
Saving Throw : Special

With this spell the caster summons and releases a large amount of tectonic energy into the ground directly in front of him. This energy causes the ground to heave and roll and minor cracks to appear. The tremor spreads through the ground beneath the casters feet in a flat cone 10 feet long per level of the caster, 10 feet wide at the origin and 60 feet at the apex. All creatures in the affected area must make a save versus spell at -2 (adding their dexterity bonus) or fall to the ground, unable to take any actions and ruining any spellcasting attempts that round. Normal animals failing their save will panic, and try to flee. Creatures smaller than man-sized save at -4 while creatures larger than man-sized save normally. Small object are thrown to the floor or are overturned while poor constructions collapse if hit by a tremor spell.
The material component of the spell is a small gem worth at least 50 gp. To cast the spell, the mage must make a wave-like motion with his hand while holding the gem.

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Daron's Bouncing Globe

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(Evocation)

Level : 4
Range : 5 yards/level
Components : V,S,M
Duration : Special
Casting Time : 4
Area of Effect : One target per 3 levels
Saving Throw : Special


By means of this spell the caster creates a electrically charged globe about 1 foot in diameter. This globe pulsates with a bluish-white light at a seemingly random rate. As soon as the caster releases the spell, the globe begins to bounce erratically across the surface, shooting in every direction. Despite it’s erratic bouncing, the globe will seek out living creatures unerringly and bounce in their direction. A d12 is thrown to determine in what direction of the clock the globe will bounce. The globe will bounce in that direction, swerving to the side to intercept the nearest creature within a 10 foot wide path. If the creature makes its save versus spells, the bouncing globe misses, and another d12 is thrown to determine the direction the globe will bounce to next. If the globe encounters a solid surface, such as a stone wall, it will bounce against the wall and return from the direction it came. The globe bounces up to 60 feet per round, or towards three targets, whichever is the less.
A creature failing its save against the bouncing globe will receive 3d6 points of electrical damage. A creature can be hit more than once by the same bouncing globe. The globe will continue to bounce until 1 round per level of the caster has passed, or it has lost its charge. A boucing globe has 1 charge for every three levels of the caster, each charge inflicting 3d6 points of damage. The bouncing globers moves in order of initiative. The initiative of a bouncing globe is +1 for the first 20 feet or opponent, +6 for the second 20 feet or opponent and +11 for the last 20 feet or opponent.
The material component for the spell is a small rubber ball and an iron rod.

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Daron's Chain Reaction

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(Evocation)

Level : 4
Range : 0
Components : V,S
Duration : Special
Casting Time : 4
Area of Effect : Special
Saving Throw : Special

The chain reaction spell enables the mage to create a highly unstable globe of energy in his hands. The globe is about 3 inches in diameter and is grayisch opaque with occasional prismatic swirls across the surface.
As soon as a living creature other than the caster comes within 1 feet of the globe, it explodes violently, releasing fiery energies into the air and inflicting 1d12 plus one point per level of the caster to all within 5 feet. After the initial explosion, the creature that activated the globe must make a saving throw versus spells. If the save fails, another explosions occurs, following the first one rapidly, again inflicting 1d12 plus the level of the caster in damage. Then another save is in order, and if the target fails again, another explosion results. A rapid succesion of explosions will result until the target makes a save or his live force has completely left him (i.e. he is stone dead). All these explosions occur in the same round.
The mage can throw the globe up to 30 feet as if a fighter of the same level, or he can use a sling to propel the thing. If the globe does not detonate within one turn, it will dissipate harmlessly with a brief pulse of prismatic light.

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