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Kinetic Casting

December 16th, 2015

Joshua Zaback

Obscure Arcana Archive

                It’s Kineticist Week here at Necromancers of the Northwest and we're celebrating the Occult Adventures blaster with some new spells designed to unleash elemental hell on your foes. While the kineticist can’t cast spells, today we celebrate this class through new spells that allow spellcasters to enjoy the same destructive elemental energies the kineticist so likes.

 

OMNI BLAST
School evocation [acid, cold, electricity, fire, force]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (a drop of a kineticist’s blood)
Range long (400 ft. + 40 ft./level)
Effect one ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

                You fire a single incredibly powerful bolt of energy, which deals 6d6 points of acid damage, 6d6 points of cold damage, 6d6 points of electricity damage, 6d6 points of fire damage, and 6d6 points of force damage. You must succeed on a ranged touch attack to hit your target.

 

OOZE BLAST
School conjuration (summoning); Level magus 5, sorcerer/wizard 5, summoner 5
Casting Time 1 standard action
Components V, S, M (a finger bone)
Range long (400 ft. + 40 ft./level)
Effect one ooze
Duration instantaneous and 1 round/level; see text
Saving Throw none; Spell Resistance no

                You conjure a highly acidic ochre jelly from thin air and throw it at a single target within range. You must succeed on a ranged touch attack to hit the target; if you miss, the ochre jelly appears in an adjacent unoccupied square. If you hit, the target suffers 5d4 points of acid damage and the jelly may make a combat maneuver check to start a grapple as a free action. The ochre jelly receives a bonus to CMD equal to 1/2 your caster level. The summoned jelly remains for 1 round per caster level you possess, and fights your foes to the best of its ability as though summoned by a summon monster I spell.

 

SMOKE BLAST
School evocation [air, fire]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of smoky quartz)
Range long (400 ft. + 40 ft./level)
Effect one ray
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial; Spell Resistance yes

                You create a massive blast of fire and air energy in a column of choking smoke. You must succeed on a ranged touch attack to hit with this spell. This smoke beam deals 1d4 points of bludgeoning damage per caster level to the target, and causes the target to choke and suffocate. If the target is a living creature, he must succeed on a Fortitude save or suffer a -4 penalty to his Strength, Dexterity, and Constitution scores for 1 round per caster level.

 

TELEKINETIC HAMMER
School transmutation; Level magus 6, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a miniature hammer)
Range long (400 ft. + 40 ft./level)
Target up to 3 creatures or objects, weighing up to a total of 25 lbs. per caster level.
Duration instantaneous
Saving Throw Reflex negates, Reflex partial, see text; Spell Resistance yes

                You hurl a creature or object at another creature or object, and then hurl the pair at a third creature or object. You must designate a primary, secondary, and tertiary target. If the primary target succeeds on its Reflex save, the spell ends. If the primary target fails its Reflex save, it is thrown at the secondary target, and both of them suffer 5d6 points of bludgeoning damage. The secondary target must then make a Reflex save. If it fails, both the secondary and primary targets are thrown at the tertiary target. The primary and secondary targets suffer an additional 5d6 points of damage when they connect with the tertiary target, while the tertiary target suffers 10d6 points of damage and falls prone. The primary and secondary targets each fall prone in an unoccupied square adjacent to the tertiary target.

                If the secondary target succeeds on its Reflex save, only the primary target is thrown at the tertiary target; in this case, both the primary target and the tertiary target suffer 5d6 points of damage when they collide, and fall prone (the primary target landing in an unoccupied square adjacent to the tertiary target). Movement caused by this spell does not provoke attacks of opportunity.