The first three spells would be useful for most mages.
Spell Orb (Conjuration)
Range: Medium
This spell creates a small orb of ceramic called a spell orb. Similar to Casting Array, another spell (use the longer casting time of the two) is burned during the casting of this spell. The second spell is imbued into the orb, which then flies at the target, the second spell affecting anything the orb strikes or detonating at a specific range. For example, a Spell Orb imbued with Disintegrate would cause the target to be affecting by a Disintegrate, while an Orb imbued with a Cacophonic Burst would cause the burst to detonate at the target or at a targeted square. This spell would primarily be useful for penetrating Imperial Shields, on both vehicles and personnel, and for getting spells through the AMFs commonly employed by assault mages. The spell might be divided into Lesser, Normal, and Greater versions for 1-3, 1-6, and 1-9 level spells, respectively.
Suggested Level: 1/4/7, or maybe 2/5/8
Note: Metamagics would be tricky. Enlarge would work on the Spell Orb. Twin and Repeat Spell would need some consideration on their exact mechanics; most likely they would require two secondary spells to be burned. Maximize and Empower could be normally applied to the secondary spell, and most likely Twin and Repeat also.
Greater Sure Strike (Divination)
Grants +1/CL insight bonus to the next attack roll made (Max 20). Swift action casting time.
Suggested Level: 6
Note: Based on the spell Sure Strike from PHB. Level 2, grants +1/3 CL on the next attack roll, swift casting.
Mass Disintegrate (Transmutation)
As Disintegrate, except that it affects one target per level within range. In the case of very large targets, this spell can simultaneously target multiple 10 foot cubes.
Suggested Level: 9
Note: This spell might be a bit too powerful, but 9th level spells are supposed to kick ass. Easiest fix would be to require all targets to be within a certain range of each other
The last spell would be primarily for Samael and Kovis to use, since it is uniquely suited to the Glaivemaster's fighting style.
Disintegrating Touch (Transmutation)
Range: Touch
This spell causes a portion of the object or creature touched to simply vanish, instantly turning into a handful of fine powder. Against objects, it works exactly as Disintegrate, except with a touch range. Against creatures, it deals 1d10 damage per caster level (max 25d10), with no saving throw. Creatures killed by this are often damaged beyond resurrection, with large and vital portions missing completely.
Suggested Level: 8/9
Note: This spell is developed so that Samael and Kovis can take full advantage of the ability to imbue spells into our Eldritch Glaives. There is currently a complete lack of spells useful for imbuing during a fight with high-powered enemies, and this is the exact situation where a single, powerful attack is most useful, since often only a single attack can be landed in a round. This spell is basically a further development along the lines of Greater Combust, with a higher damage die and non-elemental damage.
Since Samael is busy retraining for most if not all of the free time available, he is looking for help with developing these spells, if Kovis thinks they are worth pursuing. Samael brings up the possibility of giving the ideas of the spells that are useful to a broader range of casters to the Airindale Loremasters, and, if they also feel they would be useful, asking them to work on developing the spells.Statistics: Posted by TheDude51 — Tue Sep 02, 2008 6:49 am
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