Jet Spells (d20)
his is the second product in the "Shaheen's Scratchpad" line of "Short subject" works focused tightly on a single subject.
Arcane Arsenal: Jet Spells introduces a new type of spell into fantasy RPG campaigns - the "Jet" spell. A jet spell can be thought of as a ray spell that lasts several rounds¸ allowing the caster to hit several different targets.
SAMPLE SPELL:
Soultheft
Necromancy [Jet]
Level: Sor/Wiz 5
Components: V¸ S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray that may be focused on one target per round
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
The casting of soultheft causes a sickly white¸ flickering beam of energy to erupt from the caster's hand; the beam may be targeted at one creature per round. For the beam to hit¸ the caster must succeed on a ranged touch attack (as normal for rays and jets). A living target hit by this spell suffers 1d4 points of damage per two caster levels (maximum 5d4) and the caster gains temporary hit points equal to half the damage dealt. On a successful hit¸ the beam changes momentarily from sickly white to a deep crimson and seems to pulse from the target to the caster. The caster cannot gain more than half the subject's current hit points +5 (on a hit sufficient to kill the target). In addition¸ a successfully hit target becomes fatigued (a creature already fatigued suffers no additional fatigue effects¸ but still takes damage). The temporary hit points disappear 1 hour later.
The ray has no effect on nonliving creatures¸ and if it hits at an undead creature¸ actually causes the reverse effect - the caster suffers damage and the undead creature gains temporary hit points!
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