Words of Power: Displacement words

All of the effects added in this post are effect words grouped as Displacement words. Displacement words forcibly move creatures and objects, usually without precision.

Nudge
School: Transmutation; Level: Sorcerer/Wizard 0, Cleric/Oracle 1, Witch 0, Bard 0, Magus 0
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes

You attempt a bull rush against any creatures affected by this spell (CMB = caster level). If you succeed on this bull rush, you can move the target a maximum of 5 feet. A target can choose to make a Reflex save to fall prone instead of being pushed on a successful bull rush. The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Push
School: Transmutation; Level: Sorcerer/Wizard 1, Cleric/Oracle 2, Witch 1, Bard 1, Magus 1
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes

You attempt a bull rush against any creatures affected by this spell (CMB = caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Shove
School: Transmutation; Level: Sorcerer/Wizard 3, Cleric/Oracle 4, Witch 3, Bard 3, Magus 2
Duration: Instantaneous
Saving Throw: Fortitude negates; Spell Resistance: Yes
A creature that fails a Fortitude save against a spell with this word is moved 25 feet away plus 5 feet per 2 caster levels from the caster (or the center of the spell if the target word is not Touch, Line, or Cone).

Boost: If this word is boosted, when a creature hits a solid object, that creature and the object take 1d6 damage per 10 feet moved. If the object does not break, the creature falls prone.

Fling
School: Transmutation; Level: Sorcerer/Wizard 6, Witch 7
Duration: Instantaneous
Saving Throw: Fortitude partial Spell Resistance: Yes
A creature that fails a Fortitude save against this spell is moved 100 feet away from the caster plus 10 feet per caster level (or the center of the spell if the target word is not Touch, Line, or Cone). If the creature hits an object, both the creature and the object take 1d6 damage per 10 feet moved. If the object
does not break, the creature falls prone and is dazed for 1 round.

If the creature succeeds the Fortitude save, you then can attempt a bull rush against that creature (CMB = Caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Boost: If this word is boosted, and the creature fails the saving throw against this spell, if a creature collides into an object and is not immune to critical hits, that creature takes 1d6 Strength, Constitution, and Dexterity damage as it’s bones break in many places.

Expel
School: Transmutation; Level: Sorcerer/Wizard 8, Witch 9
Duration: Instantaneous
Saving Throw: Fortitude partial Spell Resistance: Yes

A creature that fails a Fortitude save against this spell is moved 400 feet plus 40 feet per caster level away from the caster or the center of the spell (or the center of the spell if the target word is not Touch, Line, or Cone). If the creature hits an object, the creature takes 10d6 damage and the object takes 30 times caster level damage. If the object survives, the creature takes an extra 20d6 damage, falls prone, and is dazed for 1 minute. Otherwise, the creature continues moving at the same speed.

If the creature succeeds the Fortitude save, you can then attempt a bull rush check (CMB = 20 + caster level + casting stat). The bull rush attempt does not provoke an attack of opportunity, and you do not follow the creature on a successful bull rush unless this spell’s target word is Touch.

Boost: If this word is boosted, and the creature takes at least 50 damage from this spell, that creature must make a Fortitude save or die. For every 50 damage over 50 that the creature takes from this spell, increase the save DC by 2. This is not a death effect, and a creature that is immune to critical hits is immune to this effect. If the creature survives, damage from this spell cannot be healed until a Regeneration, Limited Wish, Wish, or Miracle has been cast on the creature to repair the ravages that all of the impacts cause. This increases this word’s level by 1.

I hope you enjoy throwing your enemies to the moon and back.

Words of Power: Timing Meta Words

The Words of Power subsystem is something I have wanted to play with for a while now, but when I tried to create something with it for the Paizo Superstar competition, I found that after Ultimate Magic, this system got no support. Basically, I want to give this system at least a little support because I like how it flavors magic, and it’s setup feels more appropriate for spontaneous casting.

This first post will add 2 meta words, Priority and Delay. Delay is pretty obvious, but I hope priority can let split spell slots do some really cool tricks, or at least have some nice self-synergistic effects.

Meta Words
Priority
Level 2
Can only modify an effect word. Any effect words with the Priority meta word take effect on a wordspell before any effect words without the Priority Meta word. If the spell requires a saving throw, the target uses the same roll for every portion of the spell.

Delay
Level 1
A spell with this word can be delayed for up to 1 hour. Any creatures targeted are aware that they are affected by the spell, although it is inert. If the delayed spell is dispelled, it is only supressed for 1d4 rounds like an item, unless the delayed spell is specifically targeted by Dispel Magic. When the spell is cast, the delay can be set with a specific time, or it can be tied to a command word which takes a standard action to activate if the delayed spell is within 1 mile of the caster.

If a spell has both Priority and Delay, you can choose whether the parts of the spell with the Priority Meta word are delayed or not.