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Old 11-08-2005, 11:24 AM   #7
Zink Whistlefly
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Join Date: March 20, 2005
Location: North Yorkshire, England
Age: 43
Posts: 520


Level 9




Elemental Swarm
Available to: Druids only.
Description: Summons a 24HD Air Elemental to act as a loyal servant to the caster. If the Air Elemental is slain, it is replaces with a 24HD Water Elemental, which in turn is replaced by a 24HD Earth Elemental, followed finally by a 24HD Fire Elemental. Once all 4 Elementals have been slain, no more are summoned. The duration of the spell is 24 Hours.
Metamagic: Support for being Extended, but this takes the spell past level 9.
Comments: These Elementals are slightly more powerful than the level 8 Greater Elemental summoning spell, but slightly weaker than the level 9 Elder Elemental summoning spell. This is also the only spell which summons Earth Elementals.

Greater Air Elemental Stats:
Level21 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)20/31/18/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +26/+21/+16 (16(BAB)+10(31DEX))
Weapon2D8+5 (Slam)
AC28
HP178
Notable FeatsWeapon Finesse, Dodge, Mobility, Darkvision
AbilititesPulse - Once per day, 10D3 physical damage to all opponents who fail a Reflex save (DC14). Those who fail are also knocked down.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2
Comments: The Air Elemental Pulse ability and will work against you if caught in the area of effect.

Greater Water Elemental Stats:
Level21 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)26/20/21/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +24/+19/+14 (16(BAB)+26STR))
Weapon2D10+8 Bludgeoning (Slam)
AC24
HP199
Notable FeatsPower Attack, Cleave, Improved Critical, Darkvision
AbilititesDrown - Once per day, the Water Elemental will sacrifice half its hit points when it enters combat and attempt to drown all creatures within a large area.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2. 100% Fire immunity.
Comments: The Water Elemental Drown attack is not party friendly, so the caster potentially faces death if fighting along side the Elemental at the start of combat. It will use its Drown ability immediately however, and can only use it once, so it's best to keep a little distance at the start of the fight. As usual, the Improved Critical: Creature feat does not seem to work.

Greater Earth Elemental Stats:
Level20 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)31/8/21/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +26/+21/+16 (16(BAB)+10(31STR))
Weapon2D10+12 Bludgeoning (Slam)
AC21
HP199
Notable FeatsPower Attack, Cleave, Weapon Focus, Weapon Specialisation, Improved Critical, Darkvision
AbilititesNone.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2.
Comments: Improved Critical does not work, but Weapon Specialisation does.

Greater Fire Elemental Stats:
Level20 (Elemental)
Ability Scores (STR/DEX/CON/INT/WIS/CHA)20/27/18/6/11/11
Attack3 Attacks Per Round (ApR) @ AB +21/+16/+11 (16(BAB)+27DEX))
Weapon2D8+5 Bludgeoning +2D8 Fire (Slam)
AC26
HP178
Notable FeatsWeapon Finesse, Mobility, Darkvision
AbilititesNone.
ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 10/+2. 100% Fire immunity, 50% cold vulnerability

Energy Drain
Available to: Clerics only.
Description: Target is permanently drained of 2D4 levels.
Save: Fortitude vs Negative Energy negates.
Spell Resistance: Allowed.
Metamagic: Support for Empowerment and Maximisation, but these go beyond level 9.

Shapechange
Available to: Druids only.
Description: The caster can choose to polymorph into a Red Dragon, Fire Giant, Balor, Death Slaad or Iron Golem for 1 Turn per caster level.
Metamagic: Support for Extended, but this takes the spell past level 9.
Comments: The casters STR/DEX/CON change depending on the selected creature (INT/WIS/CHA remain unchanged, as does the characters base attack). Stats are as follows:
    [*]Red Dragon: STR 36, DEX 30, CON 21, each attack chosen from 2D6+13 (claw), 2D6+13 (claw) or 2D8+13 (bite). HP boost = 150 + CON bonus. +10 Natural AC bonus. Immunity to: Mind Affecting spells, Fear, Sneak Attack and Paralysis. Damage Reduction 5/+1, 10% vulnerability to cold, 100% invulnerability fire. Spell Resistance 20, True Seeing. Does not have Dragon's Breath or Aura of Fear capabilities.[*]Fire Giant: STR 30, DEX 30, CON 21, each attack at 2D10+10. HP boost = 200 + CON bonus. +10 Natural AC bonus. 100% immunity to fire, 50% vulnerability to cold.[*]Balor: STR 24, DEX 30, CON 24, each attack at 1D6+7 (on hit: Fear DC18). HP boost = 250 + CON bonus. +10 Natural AC bonus. 30/+3 damage reduction, 20/- resistance to Fire/Cold/Acid. 100% immunity to electrical damage. Immunity to poison. Spell Resistance 28.[*]Death Slaad: STR 24, DEX 36, CON 24, each attack chosen from 3D6+7 (claw), 3D6+7 (claw), 2D10+7 (bite). HP boost = 225 + CON bonus. +10 Natural AC bonus. 20/+2 damage reduction, 5/- resistance to Fire/Cold/Acid/Electricity/Sonic. Regeneration +5.[*]Iron Golem: STR 30, DEX 20, CON 20, each attack at 2D10+10 (slam). HP boost = 300 + CON bonus. +10 Natural AC bonus. 30/+3 damage reduction. 50% vulnerability to electrical damage. Immunity to: Critical Hits, Death Magic, Disease, Level Drain, Ability Drain, Mind Affecting spells, Sneak Attack, Paralysis, Poison.[/list]Gate
    Available to: Clerics only.
    Description: Summons forth a Balor which goes on a rampage, attacking all creatures if the caster is not Protected from Evil. If the caster is protected against evil, a much more powerful Balor is summoned which acts as a loyal summon. The Balor remains for 1 Round per caster Level.
    Metamagic: Can be Extended, but this takes it past level 9 and so it unfeasible.
    Comments: Without Protection from Evil, the rampaging Balor is a level 13 Outsider, and the caster has no control over the demon. If however, the caster is Protected from Evil, he/she gains control over a more powerful level 20 Balor, which is a handy summon indeed.

    Balor stats (no protection from evil):
    Level13 (Outsider)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)25/13/19/20/20/16
    Attack3 Attacks Per Round (ApR) @ AB +21/+16/+11 (13(BAB)+7(25STR)+1(Balor Greatsword))
    Weapon2D6+8 (Balor Greatsword +1, Critical hit 19-20 x2: Vorpal DC14), (Balor Slam, on hit Fear - this attack is never used since the Balor is not disarmable)
    AC30
    HP110
    Notable FeatsCleave, Darkvision
    Abilitites4 x Darkness, 4 x Fear, 1 x Fire Storm, 4 x Greater Dispelling, 1 x Implosion, 4 x Wall of Fire (All at caster level 15). Upon death, the Balor unleashes a fireball that blasts everyone within a huge (6.67m) radius with a 50 damage fireball (Reflex save for half).
    ImmunitiesDamage Reduction 30/+3, 20/- resistance against Fire/Cold/Acid, 100% immunity to electrical damage, immunity to poison, Spell Resistance 28.

    Balor stats (caster protected from evil):
    Level20 (Outsider)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)26/13/20/20/20/16
    Attack5 Attacks Per Round (ApR) @ AB +29/+29/+24/+19/+14 (20(BAB)+26STR)+1(Balor Greatsword)) (extra attack at full BAB from haste).
    Weapon2D6+9 (Balor Greatsword +1, Critical hit 17-20 x2: Vorpal DC14), (Balor Slam, on hit Fear - this attack is never used since the Balor is not disarmable)
    AC35
    HP158
    Notable FeatsKnockdown, Cleave, Improved Critical, Darkvision
    AbilititesHasted, 3 x Destruction, 1 x Fire Storm, 3 x Fireball, 1 x Implosion, 1 x Meteor Swarm (All at caster level 15). Upon death, the Balor unleashes a fireball that blasts everyone within a huge (6.67m) radius with a 50 damage fireball (Reflex save for half).
    ImmunitiesDamage Reduction 30/+3, 20/- resistance against Fire/Cold/Acid, 100% immunity to electrical damage, immunity to poison, Spell Resistance 28.
    Comments: The level 20 Balor is an absolute tank, with massive damage reduction of 30/+3, 5 attacks per round with excellent AB's, a decent AC, and with a handful of mega spells to boot. Be wary of the Meteor Storm, Fireball and Implosion spells, which will harm friend and foe alike.

    Implosion
    Available to: Clerics only.
    Description: Creates a medium sized (3.3m radius) vortex. All creatures within the Vortex must make a Fortitude save or die.
    Save: Fortitude vs death negates, +3 DC.
    Spell Resistance: Allowed.
    Party friendly: No.
    Metamagic: None.
    Comments: Be VERY careful with this spell. It is cast at short range and is not caster or party friendly. If you target an enemy with this spell, and they move towards you before the spell has fired (quite likely because of the need to get up close to them) you'll be in trouble. This spell is cast a +3 DC, combine this with (Greater/Epic)Spell Focus: Evocation (quite likely for caster clerics, especially if they took the Air Domain), +9 DC from this being a high level 9 spell and finally with a high wisdom bonus and the DC is huge. To make matter worse, this spell actually IGNORES IMMUNITY TO DEATH MAGIC, so there is no easy protection from this spell. A very powerful spell indeed.

    Storm of Vengeance
    Available to: Cleric, Druid.
    Description: A colossal area (10m radius) is blasted with acidic rain and lightning. All enemies within take 3D6 acid damage each round, and must make a Reflex save or take an additional 6D6 electrical damage and be stunned for 2 Rounds. The storm remains in place for 10 Rounds.
    Save: Reflex vs electricity prevents 6D6 electrical damage and stun. Protection from mind affecting spells prevents the stun.
    Spell Resistance: Allowed.
    Party friendly: Yes.
    Metamagic: None.
    Comments: The description is a little out here. Firstly, on a failed Reflex save, the electrical damage taken is 6D6 - double the stated 3D6. Furthermore, the duration of the stun is 2 Rounds. The storm is also centred on the caster. What makes this spell so good is the party friendliness and massive area of effect, The whole save or generally be screwed approach turns fights against swarms of enemies easily in your favour. Multiple Storms of Vengeance can exist in the same area, with their damage being cumulative

    Summon Creature VIX
    Available to: Cleric, Druid.
    Description: Summons a random Elder Elemental for 24 Hours.
    Metamagic: Can be Extended, but this takes it past level 9 and so it unfeasible.
    Comments: The summoned elemental is chosen from Fire, Air or Water. Earth Elementals fail to show their rocky behinds with this spell. If the Cleric has Animal Domain powers, this spell is unchanged.

    Elder Air Elemental Stats:
    Level20 (Elemental)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)22/33/18/6/11/11
    Attack3 Attacks Per Round (ApR) @ AB +26/+21/+16 (15(BAB)+11(33DEX))
    Weapon2D8+6 (Slam)
    AC29
    HP204
    Notable FeatsWeapon Finesse, Dodge, Mobility, Darkvision
    AbilititesPulse - Once per day, 10D3 physical damage to all opponents who fail a Reflex save (DC14). Those who fail their save are also knocked down.
    ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 15/+3
    Comments: The Air Elemental Pulse ability and will work against you if caught in the area of effect.

    Elder Fire Elemental Stats:
    Level20 (Elemental)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)22/29/17/6/11/11
    Attack3 Attacks Per Round (ApR) @ AB +21/+16/+11 (15(BAB)+6(22STR))
    Weapon2D8+6 Bludgeoning +2D8 Fire (Slam)
    AC27
    HP180
    Notable FeatsMobility, Darkvision
    AbilititesNone.
    ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 15/+3. 100% Fire immunity, 50% cold vulnerability

    Elder Water Elemental Stats:
    Level20 (Elemental)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)28/22/21/6/11/11
    Attack3 Attacks Per Round (ApR) @ AB +24/+19/+14 (15(BAB)+9(28STR))
    Weapon2D10+9 Bludgeoning (Slam)
    AC25
    HP228
    Notable FeatsPower Attack, Cleave, Improved Critical, Darkvision
    AbilititesDrown - Once per day, the Water Elemental will sacrifice half its hit points when it enters combat and attempt to drown all creatures within a large area. Creatures failing their Fortitude save (DC20) instantly die.
    ImmunitiesCritical Hits, Mind Affecting spells, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 15/+3. 100% Fire immunity.
    Comments: The Water Elemental Drown attack is not party friendly, so the caster potentially faces death if fighting along side the Elemental at the start of combat. It will use its Drown ability immediately however, and can only use it once, so it's best to keep a little distance at the start of the fight. As usual, the Improved Critical: Creature feat does not seem to work.

    Undeath's Eternal Foe
    Available to: Clerics only.
    Description: All allies within a medium (3.3m radius) area get immunity to negative damage, immunity to disease, immunity to poison, immunity to level drain and immunity to ability drain for 1 Round per caster level.
    Metamagic: Script support for Extended version, but this takes the spell beyond level 9 and so is unfeasible.
    Comments: A nice hidden bonus of this spell is that it grants all allies a +4 AC bonus too (not stated in the description). This AC bonus is cumulative with multiple castings of this spell too, so 3 x Undeath's Eternal Foe grants a +12 AC bonus! This spell pretty much gives everyone within the area of effect the abilities of a Greater Amulet of Health, with the addition of negative damage immunity and the AC bonus. Pity it doesn't grant immunity to critical hits which would better justify its level 9 slot.



    Epic Spells




    Mummy Dust
    Available to: Cleric, Druid (requires 15 ranks in spell craft, 21st level and ability to cast level 9 spells)
    Description: Summons a Powerful Mummy Warrior Lord for 24 Hours.
    Metamagic: None.

    Mummy Warrior Lord Stats:
    Level18 (Fighter)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)25/9/12/6/14/15
    Attack5 Attacks Per Round (ApR) @ AB +29/+24/+19/+14 (main hand), +27 (offhand) (1BAB)+7(25STR)+1(Weapon Focus katana/short sword)+5(mainhand - Katana of the Mummylord)+3(offhand - Icy Blade)-2(dual wielding with Two Weapon Fighting/Ambidexterity/light off hand weapon))
    WeaponMainhand: 1D10+12 (Katana of the Mummylord +5, on hit Poison DC22 1D2 Dexterity damage, Critical 19-20 x2). Offhand: 1D6+3, +1D6 Cold damage (Icy Blade +2, Critical 17-20 x2)
    AC24
    HP143
    Notable FeatsPower Attack, Cleave, Two Weapon Fighting, Ambidexterity, Whirlwind Attack, Weapon Focus: Katana, Weapon Focus: Short Sword, Weapon Specialisation: Katana, Improved Critical: Short Sword, Darkvision
    Abilitites1 X Aura of Fear (Enemies flee with Fear for 6 Rounds if they fail a will save vs Fear at DC15 when entering the aura).
    ImmunitiesCritical Hits, Mind Affecting spells, Death Magic, Negative Energy damage, Negative levels/ability loss, Poison, Disease, Sneak Attack and Paralysis. Damage Reduction 5/+1, 50% vulnerability to fire, 50% invulnerability to slashing/piercing/bludgeoning attacks.

    Dragon Knight
    Available to: Cleric, Druid (requires 22 ranks in spell craft, 21st level and ability to cast level 9 spells)
    Description: Summons an adult Red Dragon for 20 Rounds.
    Metamagic: None.

    Red Dragon Stats:
    Level23 (Dragon)
    Ability Scores (STR/DEX/CON/INT/WIS/CHA)33/12/22/17/20/16
    Attack4 Attacks Per Round (ApR) @ AB +33/+28/+23/+19 (22(BAB)+11(33STR))
    WeaponEach attack randomly chosen from 2D8+13 (Claw), 2D8+13 (Claw), 2D12+13 (Bite)
    AC33
    HP287
    Notable FeatsPower Attack, Cleave, Improved Knockdown, Disarm, Weapon Focus: Creature, Weapon Specialization: Creature, Darkvision
    Abilitites1 x Dispel Magic, 1 x Flame Arrow, 1 x Isaac's Lesser Missile Storm (all at caster level 15), 3 x Dragon Breath: Fire (14D10, Reflex save vs fire DC28 for half), 1 X Aura: Dragon Fear (Will save DC27 or flee with Fear)
    ImmunitiesMind Affecting spells, Fear, Sneak Attack and Paralysis. Damage Reduction 30/+3, 10% vulnerability to cold, 100% invulnerability fire. Spell Resistance 22, True Seeing.

    Greater Ruin
    Available to: Cleric, Druid (requires 25 ranks in spell craft, 21st level and ability to cast level 9 spells)
    Description: Blasts a single target for 35D6 Positive Energy damage.
    Save: Fortitude vs spells halves.
    Spell Resistance: Ignored.
    Metamagic: None.
    Comments: Not likely to kill tougher enemies outright, but is a great spell to open up, or finish off a battle with, since it does an average of 126 POSITIVE energy damage (pretty much un-resistable) and ignores spell resistance. Increased DC from Spell Focus: Evocation has no effect on this spell, although it is considered level 10 for the purposes of DC.

    Hellball
    Available to: Cleric, Druid (requires 32 ranks in spell craft, 21st level and ability to cast level 9 spells)
    Description: A massive ball of energy explodes, dealing 10D6 fire, 10D6 Sonic, 10D6 acid and 10D6 electrical damage to all within a colossal area (20m radius).
    Save: Single Reflex save halves all damage.
    Spell Resistance: Ignored.
    Party friendly: No.
    Metamagic: None.
    Comments: In the words of Samuel L. Jackson, "when you absolutely have to kill every last mother f***er in the room, accept no substitute". This spell pretty much annihilates anything caught in its (rather large) area, friend and foe alike (as the script states, a caster silly enough to stand in the way of all hell breaking lose deserves to die). It deals an average of 140 damage to each target, but resistance to one or two types of elemental damage, or a single casting of a protection from elements spell can really spoil the party here. It does however ignores Evasion and Spell Resistance. If the Hellball deals more than 50 damage to a single target, the target is knocked down. Like Greater Ruin, increased DC from Spell Focus: Evocation has no effect on this spell, although it is considered level 10 for the purposes of DC.

    [ 11-09-2005, 06:25 AM: Message edited by: Zink Whistlefly ]
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