Spells Supplement: Wind & Lightning Theme Spells

Shock Bead

Source Lynte Homebrew 2023
School evocation [electricity]; Level adept 1, arcanist 1, bloodrager 1, magus 1, occultist 1, shaman 1, sorcerer 1, witch 1, wizard 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range 0 ft.
Area 5 ft. burst
Duration 10 minutes/level
Saving Throw Reflex half; Spell Resistance yes

Description

You conjure a solid bead of electricity. A creature can pick up and hurl a single bead as a thrown splash weapon (range increment 10 feet). It detonates once used to attack, dealing 1d4 damage per caster level (max 5d4) to creatures and unattended objects where it lands.

You may conjure the bead on a free appendage, or on the free appendage of a willing creature adjacent to you and able to reach into your square. And you may also drop the bead on the turn you create it, causing it to fall down a point on a space you occupy. It detonates once it hits the ground. Dropping it in this way is a free action, and you get a +5 bonus on the Reflex save when doing so.

A caster may mantain 1 undetonated shock bead at caster level 1st. This limit increases to 2 at caster level 7th, then up to the maximum of 3 at caster level 13th.

Special: If you fail a concentration check to cast this spell, the bead still materializes but immediately detonates. You and affected creatures still get a Reflex save for half damage, but you don’t get the usual bonus on the save.

Shred

Source Lynte Homebrew 2023
School transmutation [air]; Level arcanist 1, druid 1, hunter 1, magus 1, sorcerer 1, witch 1, wizard 1

Casting

Casting Time 1 standard action
Components V, S, M (a leaf)

Effect

Range medium (100 ft. + 10 ft./level)
Area 5-ft. radius burst
Duration 1 round
Saving Throw Reflex partial; Spell Resistance yes

You create a focused whirlwind of slicing air in a 5 ft. radius burst. This increases wind force in the area to strong (21–30 mph) for the round. When cast, the spell deals 2d4 + caster level slashing and bludgeoning damage to creatures in the area Max (2d4+8). A successful Reflex save halves this damage. Creatures entering the area don’t take damage after the spell is cast but are affected by the winds.

At 5th level, you can increase the wind force to Severe (31-50 mph). At 10th level, you can increase the wind force to Windstorm (51-74 mph).

Lightning Bolt, Lesser

Source Lynte Homebrew 2023
School evocation [electricity]; Level arcanist 2, bloodrager 2, magus 2, occultist 2, sorcerer 2, wizard 2

Casting

Casting Time 1 standard action
Components V, S, M (fur and a glass rod)

Effect

Range 60 ft.
Area 60-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

Description

This functions as lightning bolt, except as noted in this entry.

This spell deals 3d6 electric damage, plus 1d6 per caster level beyond the 3rd (max 6d6 at 6th level). This spell deals an additional 2d6 (which can go beyond its normal 6d6 maximum) against the closest target from the spell’s origin.

Author’s Note: With lightning bolt having a much worse shape than fireball, I think it deserves a discounted version. See also: Vector Shock (listed on this same page) for an electric spell intended to compete with fireball.

Whirlwind Heart

Source Lynte Homebrew 2022
School transmutation [air]; Level druid 2, hunter 2, shaman 2

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature touched
Duration 10 min./level or until discharged;
Saving Throw Will negates (harmless); Spell Resistance yes;

You instill the fury of whirlwinds within a target creature. This grants the target creature to the ability to make one melee attack at its highest base attack bonus against each opponent within reach by spending a full-round action. It must make a separate attack roll against each opponent. The creature cannot make any other attacks on the turn it chooses to use this ability (even before using it) and until its next turn.

The spell is discharged once the creature uses the ability. At caster level 6th, the target can use the ability twice before discharging the spell. This increases once more to a total of 3 times at caster level 12th.

A creature can be affected by only one Whirlwind Heart spell at a time.

Special: When you use the Quicken metamagic feat to modify this spell, you can choose to still cast it as a standard action and bestow the power of quickness unto the target creature. This allows the granted ability to be used as a standard action instead of a full-round action.

Lightning Lash

Source Lynte Homebrew 2022
School evocation [electricity]; Level arcanist 3, bloodrager 2, magus 2, sorcerer 3, witch 3, wizard 3

Casting

Casting Time 1 immediate action
Components V, S, M (a barbed wire)

Effect

Range Within 15 ft. of a space you occupy
Area 15-ft. line when triggered.
Duration 3 rounds or until discharged (D)
Saving Throw Reflex half; Spell Resistance yes

Description

You can cast this spell as a reaction to a creature entering a space within 15-ft. of you. For the next 3 rounds, whenever any creature aside from yourself enters the range of this spell, a short bolt of lightning lashes out from you 15-ft. in their direction. This bolt deals 2d4+1 electricity damage to that creature and all other creatures in the bolt’s path (Reflex halves) but also deals its minimum damage to you (no save) as electricity damage. This spell immediately triggers on the creature that triggered your casting. Each creature can only trigger this spell once per round, and your movement cannot trigger it. This spell can trigger a number of times equal to half your caster level (minimum 1).

If the effect of this spell would reduce you to 0 hp or lower, it violently fizzles as you resist it, dealing no damage but reducing you to 1 hp and ending the spell.

The self-damage can be reduced by your immunities and resists but is not subject to your spell resistance.

Vector Shock

Source Lynte Homebrew 2022
School evocation [electricity]; Level arcanist 3, bloodrager 3, magus 3, occultist 3, sorcerer 3, wizard 3

Casting

Casting Time 1 standard action
Components V, S, M (an unwound metal paperclip)

Effect

Range 60 ft.
Area see text
Duration Instantaneous
Saving Throw Reflex half; Spell Resistance yes

This spell functions as lightning bolt, except as noted in this entry. The bolt of lightning travels outward from the caster. And the bolt may turn up to twice within its range. Each turn must be less than or equal to 90 degrees.

This spell deals 7d6 electricity damage plus 1d6 per caster level beyond the 5th (max 13d6 at 11th level). However, it loses 3 damage dice each time it turns. (For example: at 10th level, the first section deals 12d6, then 9d6 to targets hit after the first turn, then 6d6 to targets hit after the 2nd turn.)

This spell cannot damage the same target more than once in the same casting.

Hint: You can use Pathfinder cone templates to measure 90-degree angles.

Author’s Note: This spell is meant to compete against fireball for 3rd level slot, but with the lightning descriptor. It has a much better shape than normal lightning bolt and out damages both lightning bolt and fireball in direct hits. It loses out in range, but that’s usually a worthwhile trade. After its first turn, it’s slightly weaker than either spell. And significantly weaker if used even more selectively.

Electromagic Overcharge

Source Lynte Homebrew 2022
School evocation [electricity]; Level arcanist 4, bloodrager 3, magus 3, sorcerer 4, witch 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M (a tungsten wire)

Effect

Range personal
Target you
Duration 1 round/level or until discharged

This spell modifies and empowers your next instantaneous spell affecting a creature or creatures that deals electricity damage and is 3rd tier or lower. As you are affecting creatures with the spell to be modified, you may select 1 unaffected creature per level that is within 15 ft. of a creature affected by the spell to be modified. Affect these creatures by the modified spell. You still require line of effect or line of sight to these creatures if it is required by the original spell.

Additionally, this spell adds electricity damage equal 1d6 per caster level, to a maximum of 10d6, to targets hit by the spell. This bonus only applies once to every creature hit by the modified spell, and cannot be split between hits. This damage can be increased by metamagic or other effects applied to this spell, but it is not affected by metamagic or other effects applied to the spell it modifies.

The effects of this spell can only be applied once per casting. You can only be under the effect of one Electromagnetic Overcharge at a time. A spell that lost its electricity descriptor can no longer be affected by this spell.

Stormwind Whisp

Source Lynte Homebrew 2022
School conjuration (creation) [electricity]; Level druid 4, hunter 4, shaman 4

Casting

Casting Time 1 standard action
Components V, S

Effect

Range medium (100 ft. + 10 ft./level)
Target One creature
Effect A whisp of lightning
Duration 1 round per 3 levels, maximum 5 rounds (D)
Saving Throw none and Reflex see text; Spell Resistance yes;

Description

This spell spawns a whisp that hovers around a creature. Upon casting and at the start of the target’s turn it fires a lightning bolt (CL5, 5d6 damage, but with this spell’s DC) at the closest other creature within 60 feet. The lightning bolt starts at a random point adjacent to the target (roll a d4) and may harm the target. The whisp created by this spell cannot be damaged, but it can be dispelled as normal.

The target the whisp hovers around can avoid the damage by going prone.

Storm Totems

Source Lynte Homebrew 2023
School conjuration [electricity]; Level arcanist 6, druid 5, shaman 5, summoner (unchained) 5, sorcerer 6, witch 6, wizard 6

Casting

Casting Time 1 immediate action
Components V, S, M (a copper spring)

Effect

Range medium (100 ft. + 10 ft./level)
Effect 2 or 3 totems of lightning
Duration 1 round/3 levels
Saving Throw Reflex half; Spell Resistance yes

Description

Upon casting this spell, you create 2 two pillars of steel that emanate electricity on empty spaces within range. The totems may be placed in the air but cannot occupy they same space. They function as if under the effects of both levitate and lightning lash spells, except as noted here. Both effects are permanent and lightning lash has no discharge limit. Empower and maximize spell metamagics applied to this spell affect the lightning lash of the totems but no other metamagics affect the lightning lash.

The totem’s have a maximum load limit of 300 pounds, excluding themselves. They cannot move themselves, though they can be moved by combat maneuvers or by concentration. Concentrating on the spell costs a move action and moves the totems 20 ft. in any direction (including up). The totems have 20 CMD, 5 HP per caster level, 0 hardness, and 10 AC.

At 16th level, you create up to 3 totems instead.

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