User:Zhenra-Khal/Spellbreaker (3.5e Class)/Warspells

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Warspells[edit]

The Battlemagic known as Warspells are all Attack Actions, and all cost Mana. You can attack with Warspells from both gauntlets in the same round as if fighting with two weapons. To cast a Warspell, your hand must be free. Metamagic can be applied to a Warspell by increasing its Mana cost by 5 per spell level adjustment of the metamagic effect.

Arcane Spark[edit]

Element: None

Mana Cost: 10

Damage: 1d4 Force

Description: Deal damage with a ranged touch attack, with a range increment of 30ft. This can be done with no Spell Gauntlet equipped.

Fireburst[edit]

Element: Fire

Mana Cost: 25/22/20/18/17

Damage: 1d6/2d6/3d6/4d6/5d6 Fire

Description: Hurl an orb of fire as a ranged touch attack with a range increment of 50ft. Upon striking a solid or liquid surface, it detonates, dealing its damage in a 10ft radius; Targets within this radius are allowed a Reflex save for half. If the initial ranged touch attack successfully struck a creature, that creature would receive no Reflex save against the Fireburst.

Ice Lance[edit]

Element: Frost

Mana Cost: 25/22/20/18/17

Damage: 1d4/2d4/3d4/4d4/5d4 Cold

Description: Charge up and unleash a shard of cold as a ranged touch attack, with a range increment of 40ft, requiring 5ft overhead clearance for each increment traveled. In place of an attack, you can Charge your Ice Lance, reducing your movement speed by half (Though this is only relevant in combination with things like Spring Attack and Dervish Dance), and causing you to only fall at a rate of 10ft per round while charging. You can Charge your Lance up to 3 time before it reaches max charge, though you may hold the charge indefinitely. Each Charge of your lance increases its damage dice by 1 size (d4-d6-d8-d10) and its range increment size by 10ft, without increasing the needed overhead clearance. Squares the Ice Lance shot passes over are also coated in ice for 5 rounds; These Ice Slicks act as a Grease spell for all intents and purposes.

Windshear[edit]

Element: Wind

Mana Cost: 13

Damage: 1d2/2d2/3d2/4d2/5d2 Slashing

Description: As a ranged touch attack with a range increment of 50ft, you can hurl a razor of compressed air. Attacks made with Windshear after the first are made at every +4 BAB instead of every +5, allowing you to attack faster with this weapon than others. Additionally, firing it at the ground while you're on the ground will fling you a distance up into the air equal to the Windshear's first range increment (50ft at base). A swirling gust of air keeps you airborne until the beginning of your next turn, so it's prudent to move to a surface that can support your weight before then; However, you can expend your attack of opportunity for the round to use another Windshear as you fall to break your fall and negate fall damage.

Shockwave[edit]

Element: Stone

Mana Cost: 20/18/16/15/14

Damage: 1d6/2d4/2d6/3d4/3d6 Bludgeoning

Description: As a ranged touch attack with a range increment of 10ft, you can attack a target standing on or in contact with a solid, usually earthen, substance within your melee reach. This attack hits everything in a 5ft-wide line out to its target range, applying the attack roll to each target's AC separately. This allows you to punch the ground and attack someone else on the ground, punch a wall and hit someone climbing up a different section of the wall, or etc; But the shockwave cannot travel across angles of 90* or better - Meaning if you punch the ground in a castle, the shockwave won't travel up the wall and across the ceiling.

Toxic Spray[edit]

Element: Toxic

Mana Cost: 20/18/16/15/14

Damage: 1d2/1d3/1d4/1d6/1d8 Acid

Description: As a ranged touch attack, fire four projectiles with a range increment of 20ft, requiring 10ft overhead clearance per range increment; Each projectile uses a different attack roll, but at the same attack bonus. You can aim each projectile per attack at a different target, so long as they are within 20ft of at least one other target of the attack. Missed Toxic Spray attacks randomly land in a square adjacent to the target square, determined by rolling 1d8 - This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Regardless, each projectile creates a puddle of toxic goo in the square in which it lands. This goo persists for 5 rounds and deals 2/4/6/8/10 acid damage each round to targets within the puddle, with a Fortitude save for half.

Arc Bolt[edit]

Element: Lightning

Mana Cost: 27/24/21/18/15

Damage: 1d2+1/1d4+2/1d6+3/1d8+4/1d10+5 Electrical

Description: As a ranged touch attack, fire three bolts of lightning with a range increment of 35ft; Each projectile uses a different attack rolls, but at the same attack bonus. You can aim each projectile per attack at different targets, so long as they are all within 15ft of each other. If you land a critical hit with an Arc Bolt, the target must make a Fortitude save or be Nauseated for two rounds.