Spells Supplement: Earth & Acid Theme
Conjure Caltrops
Source Matsu Homebrew
School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1;
Casting
Casting Time 1 standard action
Components V, S, M (a tack)
Effect
Range close (25 ft. + 5 ft./2 levels) Area 10-ft. square
Duration 1 round/level (D)
Saving Throw Reflex, Partial (See Text); Spell Resistance no
Description
This basic spell scatters a number of mundane caltrops in a 10-foot square within range. These function like any ordinary caltrops, except that they disappear at the end of the spell’s duration. Damage and crippling effects caused by stepping on the caltrops remain.
A creature in the area where the spell is initially cast takes 2d4+Casting Modifier points of piercing damage, a successful Reflex save halves this damage.
Acidic Streaks
Source Lynte Homebrew
School conjuration (creation, acid); Level arcanist 2, magus 2, sorcerer 2, witch 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M (A flask of acid 10 gp)
Effect
Range close (25 ft. + 5 ft./level)
Effect three or more 15-ft. streaks of acid, 5 feet wide.
Duration 1 round/level, maximum 5 rounds.
Saving Throw none; Spell Resistance no
Upon casting, you apply 3 streaks of slippery acid on a surface 15 ft. long and 5 ft. wide. At 7th level, you can create 4 streaks. And then at 11th level, this increases to 5. You may orient the streaks in any direction, but they must all originate within 15 ft. of each other. The streaks may end beyond the spell’s range by crossing it.
Creatures on the acid are flat-footed against Drag, Reposition, and Bull Rush attempts. The surfaces are difficult terrain and increase Acrobatics and Climb DCs by 5. A creature starting its turn on the acid takes 2 points of acid damage. Creatures that fall or trip on the acid take 1d6+1 acid damage.
The acid is harmlessly neutralized at the end of the spell’s duration.
Snapping Tethervine
Source Lynte Homebrew
School conjuration (creation); Level druid 2, hunter 2, shaman 2
Casting
Casting Time 1 standard action
Components S
Effect
Range 30 feet
Effect a 30 ft. cone of tethering vines
Area cone-shaped burst
Duration Up to the start of the caster’s next turn
Saving Throw none; Spell Resistance no
Description
You conjure animated vines from your person that burst out in a 30 ft. cone. The vines wrap around all creatures in the area. Roll a single grapple check and apply it to all creatures in the area. Each target whose CMD you beat becomes tethered to you and takes the entangled condition. A creature’s space must be completely within the cone to be affected.
Moving (including forced movement) prematurely ends the spell and releases all tethers and entanglements.
At the start of your next turn, the vines snap back violently, pulling all tethered creatures toward the cone’s origin. You may select one affected creature to prioritize, pulling it adjacent to you (if there is space), and you may optionally deal your unarmed strike, slam, or claw damage to it. All other affected creatures are pulled as per GM discretion.
The masses of vine tethering a creature each have 5 AC, 10 HP, 0 Hardness, and DR/10 Slashing. They can be broken or escaped from as rope with a Strength check or Escape Artist check equal to the spell’s DC. Vines entangling each creature are separate. They wither into nothingness as the spell ends.
The spell can also be used to tug at objects, up to GM’s discretion.
Special: If you have Selective Spell and cast this against only 1 creature, you may focus multiple vines against the target. In so doing, you gain a +4 to the grapple check.
Mist Curtain
Source Lynte Homebrew
School conjuration (creation); Level arcanist 3, druid 2, hunter 2, magus 3, mesmerist 2, shaman 2, sorcerer 3, summoner (unchained) 3, witch 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Effect a thin wall of fog that blocks vision, 10-ft. sq. per level, 20 ft. high
Duration 1 round/level
Saving Throw none; Spell Resistance no
Description
This spell forms a thin but dense curtain of mist that blocks vision as an opaque wall would (total concealment). It need not be on the ground. It is only 2 inches thick and does not hinder movement. At caster level 8th or higher, this spell is shapeable into contiguous 5-ft. sq. sheets.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. Each 5-ft. sq. section of the curtain is dispersed separately.
The spell does not function underwater.
See also: Wall of Mist
Boomerang Buzzsaws v2
Source Lynte Homebrew
School conjuration (creation); Level bloodrager 3, magus 3, sorcerer/wizard 3;
Casting
Casting Time 1 standard action
Components V, S, M (A piece of sharp metal)
Effect
Range 60 ft.
Area see text
Effect two returning bladed discs
Duration until the end of your next turn
Saving Throw Reflex negates, up to thrice per creature (see text); Spell Resistance no
You create two razor-sharp saw discs that fly out in two non-overlapping 60-foot lines. Each deals 1d6 slashing damage per two caster levels (Reflex negates) to creatures in the area. The discs lodge in barriers they cannot destroy. If unblocked, the discs hover in place at the farthest space of their line, dealing half damage (Reflex negates) to creatures that enter the space.
During your next turn, you make take a move action to recall the discs, dealing the same damage to creatures in their path. This then ends the spell. The saws have 10 hp, 10 hardness, and 9 AC. The discs count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine. The disks crumble into nothingness as the spell ends.
Fissure
Source Lynte Homebrew
School transmutation [earth]; Level arcanist 5, bloodrager 5, druid 5, magus 5, shaman 6, sorcerer 5, witch 6, wizard 5
Casting
Casting Time 1 full-round action
Components V, S, M (a miniature pick worth at least 10 gp)
Effect
Range up to 30 ft.
Area 30-ft. line along the ground, affecting adjacent tiles.
Effect A chasm up to 10-foot deep.
Duration instantaneous
Saving Throw Reflex (see text); Spell Resistance no
Description
You cause a streak of ground to buckle and shatter. This spell deals 100 points of bludgeoning damage per caster level against the ground along a 30-ft. line (ignoring hardness). The damage halved against worked ground. This spell does not work against metal ground. Ground that is destroyed by this damage is scattered as rubble, leaving difficult terrain or a chasm up to 10 feet deep. The depth depends on the amount of ground destroyed.
Creatures on top of or adjacent to the area take 1d4 bludgeoning damage per caster level (max 15d4) from the ejected rubble, Reflex halves.
Creatures directly on top of a forming chasm must make a Reflex save or fall into it. The walls are steep but jagged with footholds (DC 15 Climb).
Note: Required damage summaries per 5 feet
- Ice 180 damage per 5 feet
- Wood 600 damage per 5 feet
- Stone 900 damage per 5 feet
- Masonry 450 damage per 5 feet (worked stone, effectively 450*2 = 900 for this spell)
Overwatch Discus
Source Lynte Homebrew
School conjuration (creation) [earth]; Level arcanist 5, druid 4, sorcerer 5, witch 5, wizard 5
Casting
Casting Time 1 standard action
Components V, S, M (a pinch of earth or metal)
Effect
Range 30 ft.
Effect 5 or more stone discuses
Duration 1 round/level
Saving Throw none; Spell Resistance no
Description
Upon casting this spell, you create 1 discus + 1 per 2 caster levels (maximum 8). They hover on your square, and you may use them to make attacks defined below.
While this spell is active, you threaten the area within the spell’s range. Attacks of opportunity made in this way are range attacks using the discuses, which deal 4d6 slashing or bludgeoning damage (your choice, determined upon casting). Each discus is completely destroyed upon use.
As a standard action, you may launch up to 2 discuses at targets no more than 30 ft. of each other. This is a ranged attack, and each discus deals 4d6 slashing or bludgeoning damage. The maximum number of discuses you can launch at a time with this action increases to 3 at 15th level and 4 at 20th level.
The discuses count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.
The spell ends once all discuses are destroyed.
Irradiate
Source Lynte Homebrew
School conjuration (creation) [acid]; Level arcanist 5, magus 5, sorcerer 5, wizard 5
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature or object touched
Duration 1 round / 3 levels (maximum 5 rounds)
Saving Throw Fortitude Partial; Spell Resistance yes
Description
This spell causes a glowing cloud of acid to surround and follow a target creature or object. The cloud follows the creature, moving simultaneously as if attached until the duration expires or it is otherwise ended (such as by dispelling effects). However, the cloud can only move 60 ft. each round and cannot follow teleportation effects. It remains in place for the remainder of its lifetime once it can no longer follow its original target. The cloud reaches into spaces within 15 ft. of the target, going around corners and small holes but not through sealed solid or liquid barriers. In addition, strong winds (21+ mph) suppress the effects of the cloud for the round.
When this spell is cast and at the start of your turn, all creatures and unattended objects within the cloud take 3d6 acid damage, increased to 4d6 against the main target. A successful fortitude save halves the damage.
Creatures behind 10 ft. or more of the cloud have concealment from attacks (20% miss chance). But the cloud is thin and does not provide total concealment.