Alistair's Bomblet Swarm Transmutation Level: Sor/Wiz 2, Thm 2 Components: V, S, M Casting time: 1 standard action Range: Close (25ft +5 ft/2 levels) Effect: handful of exploding gold coins Duration: Instantaneous Saving Throw: Fortitude partial Spell resistance: Yes, see text This spell transforms its material component (20 copper pieces) into tiny explosive bombs. The gold pieces must be thrown at the target, requiring a ranged touch attack. If they hit successfully, that target takes 1d12 force damage and is dazed for 1d4 rounds. A successful Fortitude save negates the daze effect. Undead, constructs, plants, oozes and creatures larger than Large are not affected by the daze effect, but still take damage normally. A creature with spell resistance is not dazed if spell resistance succeeds, but still takes the damage normally. Material component: 20 copper pieces. Drawing the gold pieces is a free action. DaRuYa's Fell Frostblades Conjuration [cold] Level: Sor/Wiz 6, Thm 6, Drd 7 Components: V, S, F/DF Casting Time: 1 standard action Range: Long (400ft + 40ft/level) Area: 15' radius burst Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes When cast, a storm of freezing wind and razor-sharp ice fragments springs into existence at the point designated. Creatures and objects in the area of effect take 1d6 points of cold damage per caster level, to a maximum of 15d6. A Reflex save reduces this damage to half. Creatures that fail their Reflex saves also take 1d8 points of Dexterity damage from cold, numbness and injured limbs. Arcane focus: a masterwork or magical sword (longsword, shortsword, katana, wakizashi, greatsword, etc) which is thrust into the ground when the spell is cast. Firefall, Greater Conjuration [fire] / Metacreativity [fire] Level: Thm 1, Psion 2, Brd 2, Wiz/Sor 1 Components: V, S (Thm/Brd/Wiz/Sor) Display: Vi (Psion) Casting Time: 1 standard action Range: Medium (100ft + 10ft/level) Area: 10' radius spread Duration: Instantaneous Saving Throw: Reflex partial Spell/Power Resistance: Yes With but a word and gesture, the caster calls forth motes of magical fire which fill a 10' radius sphere centered on the location designated. Creatures and objects in this area take 1d8 points of fire damage, +1 point per caster level to a maximum of +10. Affected creatures may make a Reflex save, which, if successful, halves damage. Firefall, Minor Conjuration [fire] / Metacreativity [fire] Level: Thm 0, Psion 0, Brd 1, Wiz/Sor 0 Range: Close (25ft + 5ft/2 levels) Area: 5' radius burst Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes As greater firefall, but much smaller in effect. The small wisps of flame deal 1d3 fire damage, and a reflex save entirely avoids the effect. Components and displays are exactly as greater firefall. Full Repair Transmutation Level: Thm 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) By laying hands on a damaged construct which has at least 1 HP remaining, you transmute its structure to repair damage it has sustained. This spell repairs 10 HP per caster level, to a maximum of 150 HP at 15th level. It does not affect living creatures or undead in any way. Icelance Conjuration [cold] Level: Thm 4, Wiz/Sor 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100ft + 10ft/level) Target: One creature Duration: 1d4 rounds (see text) Saving Throw: Fortitude partial (see text) Spell Resistance: Yes, see text When the command word is uttered, a spear of ice the size of a shortsword flies from the caster's outstretched hand and flies unerringly toward its target, ignoring anything less than total cover. On contact, it deals 1d6 points of cold damage per caster level, to a maximum of 12d6, and stuns its target for 1d4 rounds. A successful Fortitude save halves the damage and negates the stun effect. Creatures with no Constitution score, or who are immune to cold damage, are immune to the stun effect. Creatures with no Con score, however, still take the cold damage normally (roll Fort saves as if they had a Con of 10). Spell resistance protects a creature from the stun, but not the damage. Material component: a shard of broken glass and a piece of silver (1 sp will do) Myrius's Icicle Missile Conjuration [cold] Level: Thm 2, Wiz/Sor 1 Components: V, S Casting Time: 1 standard action Range: Medium (100ft + 10ft/level) Effect: One icicle Duration: Instantaneous Saving Throw: Fortitude negates (see text) Spell Resistance: No A spike of ice flies out from your hand, requiring a ranged touch attack to hit. It deals 1d4 cold damage per two caster levels, max 5d4, and deals an additional 1 point of cold damage per caster level (maximum +10) to all creatures within 5 feet. The creature directly targeted receives no save, but those within 5 feet may make a Fortitude save to avoid damage. Sparking Dust Transmutation [electric] / Metacreativity [electric] Level: Thm 0, Sor/Wiz 0, Brd 0, Psion 0 Components: M Display: Ol Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Effect: One packet of charged gold dust Duration: 1 round Saving Throw: Fortitude partial Spell Resistance: Yes You throw a small packet of gold dust at your target, which requires a ranged touch attack to hit. On impact, it bursts into a shower of sparks and light, dealing 1d2 points of electrical damage and giving the target -1 to attack rolls and AC for one round. A successful Fortitude save negates the penalties, but not the damage. Material component: a pouch of gold dust worth 1 gp. Psions do not need this component. Olfactory display: a brief whiff of ozone.