4/30/12: Thanks for the help on Imbue Spell.
Here's my updated addendum to Explosive Spell. Please Read over and offer corrections or suggestions.
EXPLOSIVE SPELL- Unapproachable East 3.5
- Complete Arcane 3.5
You can cast spells that blast creatures off their feet.
Spell Level: +2
Prerequisites: None
Benefit: On a failed Reflex save, an explosive spell ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to spells that allow Reflex saves and affect an area (a cone, cylinder, line, or burst).
Example: All creatures in the area of an explosive fireball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell’s 20-foot-radius spread. Likewise, an explosive lightning bolt moves targets that fail their saves to outside the area defined by the squares the bolt’s line passes through.
Editor: As it stands, it's situational specific. Unless you catch someone 'just' right, you'll never line up the perfect shot and the additional damage will never equal what you could do if you just spent the same +2 adjustment to empower the damn thing. Furthermore, Explosive spell is not all that well-written. I don't think they contemplated how this would affect you in three dimensions. Some spells might stick low to the ground, thus making it so the closest edge would be straight up. When I think of an explosion, I think of it coming from a single point. So, to that end, I present the non-cannon suggested addendum to Explosive Spell.
Addendum to Explosive Spell [Metamagic]
1. Targets too large to fit inside the area of an explosive spell, or are only partially inside an explosive spell are immune to the explosive effects, but still affected by the spell's primary effect.
2. If you are on a corner square, you will always travel diagonally away from the point of origin.
3. The player cannot 'hook it' and try to direct the blast, nor can he put 'english' on it, nor spin, or any way shape or form direct the blast, other then unleash it. The DM has final say on what direction the blast takes a target.
4. Maximum damage is 10d6
Cone: You get thrown back to the far end of the cone from the point of origination. The direction is measured from the corner of the point of origin, to the target, then the DM makes a rough estimate where the target lands, either randomly or by eyeballing it.
Cylinder: This is the only explosion that goes up and down. If it is located near a source of gravity, the cylinder is always perpendicular to the gravity well. If there is no gravity (ie Astral Plane), then orientation and direction of force are at the whim of the player. Some spells have a clear direction of force (ie flame strike) Others do not. The DM rules if a given spell has a given orientation or not. If you are using the sculpt spell metamagic feat, you still are limited to being perpendicular to the plane of gravity, but the direction of force is reversible according to the caster's wishes.
If it’s coming down, the target stays in the same square but takes 1d6 from hitting the ground if the spell is targeting someone on a stable surface. If the target is flying, 1d6 for every 10 feet in the air the target was flying, and an additional 1d6 if he is forced to hit the ground. If the blast is going up, the target flies up into the air. If he can fly, he takes no damage from the explosion, he just is moved the required distance. If there is a ceiling, he takes damage per normal explosion rules. If he can't fly, he takes falling damage from whatever point he falls from, next round. He is assumed to be 'hovering' for one round, then he falls at the beginning of your action in the next round. Unless he can fly, he is considered 'prone' and cannot take any action he could not do while prone. He can attempt a tumbling check equal to DC 20 to become 'standing' as a move action.
One could, in theory, use an explosive cylinder to propel themselves up to a higher level. The DM is encouraged to make such an act a tumbling check at a DC of about 20 to remain orientated properly. Then a jump check to actually jump. It's a judgement call as to what the DC is. Simply trying to get blown up through a hole in the roof might be a DC 20 jump. Running off a cliff, jumping, then having a series of sculpted cylinder explosive fireballs go off so you can jump from one to the next across a lava filled chasm like Mario trying to find the princess should be about a 30.
Each. Use your best judgement.
Line: Because a line is very narrow, The first target hit with the attack makes his saving throw first. If he fails, he moves back to the end of the line, assuming there are no other targets. If there is a second target in line, when the first target impacts the second target, the first target takes 1d6 for every 10 feet and an additional 1d6 upon impact. There is no damage to the second, at this point. The next target then makes a reflex save. If the second target makes it, everything stops. If he fails, the first target falls prone in the second target's square and the second target goes flying back. Repeat process until the end.
Example: You hit someone with a widened Sculpted Line of explosive Burning hands. You catch him right in front of you. He fails the saving throw. You just happen to be outdoors. He goes back 235 feet and you time it so he hits a tree. He should take 23d6 + 1d6 for impact, but takes 10d6 (max damage) instead.
Example: You hit three goblins in a row with a sculpted line of explosive burning hands. 10 feet away, 40 feet away, and 100 feet away. The first fails his reflex save. He goes back 30 feet, takes 3d6 + 1d6 for impact for a total of 4d6. The second one fails his saving throw. He flies back 60 feet, takes 6d6 and another 1d6 for the impact with the third target for a total of 7d6. The third target makes his reflex save and takes no explosive damage. The first two take the full 5d4 from the burning hands. The third one only takes half. If the last one failed, he'd have gone back 20 feet for only 2d6, but no impact damage.
Example: You use a widened, sculpted explosive burning hands in a 10' corridor thirty feet to the far wall of a T-bone intersection. The corridor is packed 1 goblin to a square. Your Line is 10 wide and 240' long, but the corridor stops it at 30 feet. On the left side of the corridor, the first goblin saves, nothing happens to the left side. The right side, everyone fails. Because the corridor is packed, the right side goblins all fall back one square, taking no distance damage (less then 10 feet movement) But all take 1d6 impact damage. Two goblins are prone in the same square up against the far wall and cannot fight effectively until one of them exits the square. Everyone on the left takes half damage from the burning hands. Everyone on the right takes full damage.
Example: You Widen Sculpt explosive burning hands and hit an Adult Red Dragon square in the face. He laughs so hard he accidentally collapses the roof of the cave and kills you.
Sphere: Your are thrown to the closest edge
Squares: Your are thrown to the closest edge from the center of each square. Because squares are only 10 on a side, you will never take distance damage, but you can still take 1d6 of impact damage with a wall or another creature. If you are caught between two squares and would be pushed from one to the other, then back again, the two squares cancel each other out and the target goes no where, takes no damage from the explosion, but will fall down and go prone.
If a square is widened to 20 feet on a side, it is possible to move 15 feet, so you could take 1d6 explosive, but if you are caught between two exploding squares, you stop inside the edge of the square you started in and take damage based on how far you moved (5 feet or 10 feet, depending on the point you started at), then fall prone.
PS, Explosive Spell says "any creature" so, no, you can't affect houses. Unless they happen to be alive ... like the dread gazebo.
Well? Thoughts?