Foehammer

School: Evocation [Force][Law];
Level: Sorcerer/Wizard 4,  

Casting:

Casting Time: 1 Standard Action

Components: V, S, M (A lead marble for each hammer cast)

Effect:

Range: Medium (100 ft + 10ft/level)

Target: Up to 4, no two of which can be more than 10 ft apart

Duration: Instantaneous

Saving Throw: Reflex, partial; Spell Resistance: Yes

Description:

A blast of energy infused with the idea of “Law of Gravity”, the caster launches an orb of force, plus an additional orb for every 4 levels after 7th to a maximum of 4 at level 19, at a foe doing 4d6 + 1 per caster level (max +15) damage and launching the target 10ft back for every two caster levels, each orb can be cast at the same target and its’ effects are cumulative. A target of a size other than medium will affect how far a creature is moved back, each size category below Medium adding an additional 5ft of blast distance and each category above subtracting 5 from the distance, special consideration should be made for exceptionally dense of well anchored targets. This spell can affect objects.

Reflex saves for half damage and no knockback. Chaotic targets take a -3 to to this save and are propelled an additional 5 feet. Lawful targets receive no bonus against this spell. (After all, no matter what one thinks you must still obey the Law of Gravity.)

Note that the blast back is resolved as Awesome Blow, reprinted here for convenience:

“If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.”

--Pathfinder RPG Bestiary

Spells


Fish, Lesser

School: Transmutation; Level: Sorcerer/Wizard 2,  

Casting:

Casting Time: 1 Standard Action

Components: V, S, M (A small dried fish such as a herring)

Effect:

Range: Close (35 ft. + 5ft/level)

Target: 1 weapon of up to 5lbs/caster level

Duration: Special (See text)

Saving Throw: Will (Partial); Spell Resistance: Yes

Description:

The caster transforms a given weapon into a fish of roughly equal size and weight. Any non-attended magic weapon automatically fails the save, any non-attended magic weapon may make of save, adding it’s enhancement bonus as normal, any attended weapon may use its wielder’s save (or it’s own if the weapon is magical and that save is better). A weapon need only be partially visible to be turned.

If the weapon makes the save it only remains as a fish for a single round. If the save fails the duration lasts until such a time as the fish is cooked into a stew and eaten. Once consumed the turned weapon will be found in the pot the stew was cooked in. The Craft(Cooking) check of the DC is 10+1 for each enhancement bonus the weapon was enchanted with (Can be +0). Cursed weapons can be removed through the use of this spell but the user must attempt the save and the cursed weapon adds it’s penalty as a bonus to the save (A -2 Longsword adds +2 to the save) and automatically returns to the user once returned from being a fish.

Any weapon used as a fish is the same size category as the weapon and requires the same number of hands to wield but deals 1d6 damage for a medium size (1d4 for small and 1d8 for large).

Fish, Greater

School: Transmutation; Level: Sorcerer/Wizard 4,  

Casting:

Casting Time: 1 Standard Action

Components: V, S, M (The dried head of a large fish)

Effect:

Range: Close (35 ft. + 5ft/level)

Target: 1 object of up to 25lbs/caster level

Duration: Special (See text)

Saving Throw: Will (Partial); Spell Resistance: Yes

Description:

This spell functions as Lesser Fish, but will work on any object. The DC of the stew is 10+1 for every 10 lbs of material cooked + any magic additions. At least 50% of the entire fish must be cooked in order to return the object to its original form.

Fish, Mass

School: Transmutation; Level: Sorcerer/Wizard 5,  

Casting:

Casting Time: 1 Standard Action

Components: V, S, M (One shark’s tooth per weapon turned)

Effect:

Range: Close (35 ft. + 5ft/level)

Target: 1 weapon/caster level of up to 5lbs/caster level

Duration: Special (See text)

Saving Throw: Will (Partial); Spell Resistance: Yes

Description:

This spell functions as Lesser Fish but affects 1 weapon per caster level.





Blade Wave

School: Evocation [Force];
Level: Sorcerer/Wizard 5,  

Casting:

Casting Time: 1 Standard Action

Components: V, S, F (A blade enchanted with Keen)

Effect:

Range: Self Only

Area: 10 ft. radius +5 ft radius per 2 caster levels.

Duration: Instantaneous

Saving Throw: Reflex, partial; Spell Resistance: No

Description:

With a twirl and a gesture of the knife the caster releases a incandescent, iridescent wave of pulsating energy around head height. This energy fluctuates and rolls forming a razor sharp, but fluxing line and rapidly expands outward from the caster dealing 1d6+1 damage per caster level (Maximum 20d6 + 20). Any creature killed by this wave is neatly and painlessly decapitated. This spell functions as Vorpal for effects related to weaknesses or resistances.

The wave can travel through any cover or obstacles within its range, negating any Reflex save bonuses it might otherwise provide.

A caster can choose to summon the wave as a 360 degree circle, a 180 degree arc, or a 90 degree arc but must prepare the spell as such during their spell preparation period.

A successful reflex saves for ½ damage, Evasion specifically does not evade all damage from this spell. Diving prone adds a +2 to this save. A creature receives a +2 for each size category below Medium and a -2 for each size category above Medium.