Molten Glass Bolt
Casting Time: 2 actions aaa
Range: 90 feet
Components: V, S, M (A drop or small shard of broken glass)
Saving Throw: Basic Reflex. And Basic Fortitude
This insidious spell draws a moderate length drop of molten glass directly from the Para elemental plane of glass. A long, red hot spear of molten glass is pulled through a micro portal and flies towards the target designated by the caster. The initial strike does 4d6 fire damage.
If the target is struck or struck critically, the bolt cools instantly and shatters on/in the target. The targeted creature must make a Fortitude Save or take another 4d6 damage.
On a failed save, the target continues to bleed for 1d4 points of damage per round until medical attention or magical healing is received. On a critical failure of the Fort Save, the bleeding damage increases to 2d4 per round.
Heightened (+2) The initial and shatter damage increase to d8s. The bleeding increases to d6s.
Circle of Smoke
Casting Time: 1 action aaa
Components: V, S, M (a piece of charcoal, not consumed.)
Saving Throw: none
Duration: 6 rounds The caster pulls a 10 foot high, 5 feet thick, 15 foot diameter circle of pure black, dense smoke from the Para elemental Plane of Smoke centered around the caster. It is possible for objects and creatures to pass through the smoke normally. Standing in the smoke for more than 1 round makes the creature vulnerable to suffocation.
The smoke is thick enough to obscure vision enough to provide Greater Cover and is impenetrable to regular darkvision. Those inside the circle are subject to visibility restriction as well but can see normally inside the circle itself.
Normal wind, even strong wind, does not move or penetrate the smoke. It dissipates after 6 rounds unless dispelled. Any attempts to move/break the circle with magical wind of any kind requires an opposed caster check.
Heightened (+1): Add +5 feet height, thickness, or diameter.