Holy spells, batman!
I had some ideas for spells this afternoon when chatting with Carl. As a joke I wrote them up. See, I think my character (the lawful good cleric of Heironeous in Tal's campaign) would love to go research some of these...
Holy Smoke
Conjuration [Good]
Level: Clr 3, Good 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Cloud of smoke that spreads in a 30-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A gigantic cloud of smoke puffs out from the point the character designates. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cant use sight to locate the target).
Evil creatures take 1d4 per caster level (maximum 10d4) holy damage every round they are in the smoke. The spell deals only half damage against creatures who are neither good nor evil.
A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
The spell does not function underwater.
Spell Focus: A stick of incense (does not have to be lit).
Hot Damn
(aka Holy Fireball)
Evocation [Good]
Level: Good 4
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell produces a burst of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Half of the damage from this spell is holy damage. Therefore good creatures who make their saving throw only take one-quarter damage, and only take one half on a failed saving throw. Evil and neutral characters take full damage, or half on a saving throw.
The character points a finger and determine the range (distance and height) at which the holy fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The holy fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Holy Shit
(aka Transmute Dirt to Feces)
Transmutation
Level: Clr 6, Good 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
This spell turns dirt of any sort, including bricks made out of dirt, into an equal volume of feces. If the spell is cast upon a brick wall, for example, the brick wall collapses into a pile of shit. Magical or enchanted dirt is not affected by the spell. The depth of the feces created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the pool of shit sink until hip- or chest-deep, reducing their speed to 5 feet and giving them �2 penalties on attack rolls and AC. Brush thrown atop the pool of shit can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
In addition, the feces smells really really awful and causes a poisonous vapor to rise from it. This vapor nauseates all characters regardless of alignment; they must succeed at a Fortitude save (DC 15) or be nauseous, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for the duration of the spell. Also, all evil creatures in the stench take 1d4 poison damage per round they are in the stench, up to a number of rounds equal to the caster level. Neutral creatures take half damage.
If Holy Shit is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes into feces. Pooling on the floor, this shit would cover an area of forty 10-foot squares to a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed at Reflex saves.
The transmuted material remains feces for the duration of the spell or until a dispel magic is successfully cast. Afterwards, it becomes a pile of mud and evaporates to dirt at an appropriate rate.
Holy Smoke
Conjuration [Good]
Level: Clr 3, Good 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Cloud of smoke that spreads in a 30-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A gigantic cloud of smoke puffs out from the point the character designates. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cant use sight to locate the target).
Evil creatures take 1d4 per caster level (maximum 10d4) holy damage every round they are in the smoke. The spell deals only half damage against creatures who are neither good nor evil.
A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
The spell does not function underwater.
Spell Focus: A stick of incense (does not have to be lit).
Hot Damn
(aka Holy Fireball)
Evocation [Good]
Level: Good 4
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell produces a burst of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Half of the damage from this spell is holy damage. Therefore good creatures who make their saving throw only take one-quarter damage, and only take one half on a failed saving throw. Evil and neutral characters take full damage, or half on a saving throw.
The character points a finger and determine the range (distance and height) at which the holy fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The holy fireball sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Holy Shit
(aka Transmute Dirt to Feces)
Transmutation
Level: Clr 6, Good 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
This spell turns dirt of any sort, including bricks made out of dirt, into an equal volume of feces. If the spell is cast upon a brick wall, for example, the brick wall collapses into a pile of shit. Magical or enchanted dirt is not affected by the spell. The depth of the feces created cannot exceed 10 feet. Creatures unable to levitate, fly, or otherwise free themselves from the pool of shit sink until hip- or chest-deep, reducing their speed to 5 feet and giving them �2 penalties on attack rolls and AC. Brush thrown atop the pool of shit can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
In addition, the feces smells really really awful and causes a poisonous vapor to rise from it. This vapor nauseates all characters regardless of alignment; they must succeed at a Fortitude save (DC 15) or be nauseous, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for the duration of the spell. Also, all evil creatures in the stench take 1d4 poison damage per round they are in the stench, up to a number of rounds equal to the caster level. Neutral creatures take half damage.
If Holy Shit is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. For example, a 10th-level caster could convert twenty 10-foot cubes into feces. Pooling on the floor, this shit would cover an area of forty 10-foot squares to a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed at Reflex saves.
The transmuted material remains feces for the duration of the spell or until a dispel magic is successfully cast. Afterwards, it becomes a pile of mud and evaporates to dirt at an appropriate rate.

Re: low melting metals?
As in, your small pieces of nonmagic jewelry may melt, but your armor will not.
Re: low melting metals?
Re: low melting metals?