Author Topic: [3.5] New spell: Victory Blast  (Read 510 times)

Offline Prime32

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[3.5] New spell: Victory Blast
« Topic Start: November 06, 2011, 07:49:35 AM »
Trying out an odd concept here.



Tunneling Disintegrate
Level:Sor/Wiz 7
As disintegrate, except as above. If a barrier blocks line-of-effect between you and the target of the ray, you may choose to have the ray break through the barrier, affecting it as if it had been the target of the spell but also reducing the ray's energy afterwards. For magical barriers (such as wall of force) this reduces the ray's caster level by half the caster level of the effect, while against normal objects it is reduced by half the object's hardness. If the barrier is a creature then reduce the caster level by half their Hit Dice. If the spell's CL falls to 0 or lower, or if it fails to destroy a barrier, then the ray stops.


Victory Blast
Universal
Level:Cleric 9, Sor/Wiz 9
Components:V, Action
Casting Time:1 standard action
Range:Long (400 ft. + 40 ft./level)
Effect:Ray
Duration:Instantaneous, 1 round; see text
Saving Throw:Fortitude partial (object)
Spell Resistance:No

You fire a ray which acts as Empowered tunneling disintegrate, except as above. This spell does not have a damage cap. Casting this spell requires the expenditure of 1 action point.

Any ally adjacent to you when you begin casting this spell gains the ability to cast it once as a spell-like ability (caster level equals their character level) until the end of the round. This spell-like version of the spell still requires an action point to use, but cannot further grant the spell-like ability to others. If the ally has no actions remaining for the round, he may choose to use the ability as a free action but loses his next standard action in exchange.

You may choose to delay the end of your spellcasting in order to synchronise the energy release with your allies' (treat as a readied action). If multiple creatures cast this spell on the same target at the same time, they combine into a single effect with a caster level equal to the combined caster levels of the individual castings. In this case, the spell's DC is equal to the highest individual DC +2 per participant beyond the first, and the target takes 8d6 damage x the number of participants if it succeeds on its save.