Difference between revisions of "Summon Esper I (3.5e Spell)"

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* ''Acid:'' The summoned esper deal acid damage in 15 ft. cone. The ''summon esper'' spell become a [acid] spell.
 
* ''Acid:'' The summoned esper deal acid damage in 15 ft. cone. The ''summon esper'' spell become a [acid] spell.
 +
* ''Bones:'' The summoned esper deal negative energy damage in a 5 ft. burst.
 
* ''Forest:'' The summoned esper deal physical damage in 5 ft. burst, it is both bludgeoning  and piercing.  
 
* ''Forest:'' The summoned esper deal physical damage in 5 ft. burst, it is both bludgeoning  and piercing.  
 
* ''Fire:'' The summoned esper deal fire damage in a 15 ft. cone. The ''summon esper'' spell become a [fire] spell.
 
* ''Fire:'' The summoned esper deal fire damage in a 15 ft. cone. The ''summon esper'' spell become a [fire] spell.
 +
* ''Holy:'' The summoned esper deal positive energy damage in a 5 ft radius burst, it does not heal living creatures and deal double damage to undead.
 +
* ''Light'' The summoned esper deal light damage in a 30 ft. line. The ''summon esper'' spell become a [light] spell.
 
* ''Lightning:'' The summoned esper deal electrical damage in 1d4 vertical 30-ft.-long vertical lines (the damage from multiple lines overlap). The ''summon esper'' spell become a [electricity] spell.
 
* ''Lightning:'' The summoned esper deal electrical damage in 1d4 vertical 30-ft.-long vertical lines (the damage from multiple lines overlap). The ''summon esper'' spell become a [electricity] spell.
 
* ''Metal:'' The summoned esper deal physical damage in a 30 ft. line, it is both piercing and slashing.
 
* ''Metal:'' The summoned esper deal physical damage in a 30 ft. line, it is both piercing and slashing.

Revision as of 19:16, 8 May 2016

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Author: Leziad (talk)
Date Created: 9th May 2016
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Summon Esper I
Conjuration (Summoning) [See Text]
Level: Cleric 1, Druid 1, Hairbinder 1
Components: V, S
Casting time: 1 Round
Range: Medium (100 ft. + 10 ft./level)
Area: See Text
Duration: Instantaneous
Saving Throw: Reflex Halves
Spell Resistance: No

This powerful conjuration spell summon an extremely powerful spirit, but only for an instant. The spirit appear as an semi-ethereal figure in a square adjacent to the caster, then it immediately deliver it attack and then vanish, the moment it exist the creature has an AC of 10 + Caster level and 10 hit points per caster level, if destroyed before it is able to deliver it attack the spell fail. The esper is essentially the manifestation of a much more powerful creature, destroying it won't prevent any further attempts to summon it.

Upon summoning the esper you decide on what type of esper it is:

  • Acid: The summoned esper deal acid damage in 15 ft. cone. The summon esper spell become a [acid] spell.
  • Bones: The summoned esper deal negative energy damage in a 5 ft. burst.
  • Forest: The summoned esper deal physical damage in 5 ft. burst, it is both bludgeoning and piercing.
  • Fire: The summoned esper deal fire damage in a 15 ft. cone. The summon esper spell become a [fire] spell.
  • Holy: The summoned esper deal positive energy damage in a 5 ft radius burst, it does not heal living creatures and deal double damage to undead.
  • Light The summoned esper deal light damage in a 30 ft. line. The summon esper spell become a [light] spell.
  • Lightning: The summoned esper deal electrical damage in 1d4 vertical 30-ft.-long vertical lines (the damage from multiple lines overlap). The summon esper spell become a [electricity] spell.
  • Metal: The summoned esper deal physical damage in a 30 ft. line, it is both piercing and slashing.
  • Song: The summoned esper deal sonic damage in a 15 ft cone, however the damage dice of the spell is lowered by one dice (by example from d6 to d4).
  • Spirit: The summoned esper deal pure magic damage to a single target within the spell range.
  • Water: The summoned esper deal physical damage in a 15 ft cone, it is both bludgeoning and slashing. The summon esper spell become a [water] spell.
  • Winter: The summoned esper deal cold damage in a 5 ft radius/20 ft high cylinder. The summon esper spell become a [cold] spell.

The esper's attack deal 1d6 damage per 2 caster level (to a maximum of 5d6 at caster level 5), the attack originate from anywhere within the spell range and count as your alignment and as magical for the purpose of bypassing damage reduction and regeneration. The spell also gain the alignment descriptor of the caster.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsHairbinder
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Leziad's Homebrew (4507 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
ComponentV + and S +
DescriptorSee Text +
Identifier3.5e Spell +
LevelCleric 1 +, Druid 1 + and Hairbinder 1 +
RangeMedium +
RatingUnrated +
SchoolConjuration +
SubschoolSummoning +
SummaryYou summon the manifestation of a powerful creature to make an instantaneous attack. +
TitleSummon Esper I +