I have a few questions about spells, by which I mean I have questions whether or not Shoruke would approve some spells:
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: V
Casting Time: 1 swift action
Range: Short, but not close (20 ft + 5 ft per caster level)
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You are instantly transported a short distance away. This spell only affects the caster and what he or she is carrying. The caster must have a line of sight to the destination.
Evocation [Air]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Cyclone w/ 5 ft radius
Duration: 1 round/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
A whirlwind springs into action around you. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in the cyclone. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). Melee attacks by enemies in the medium size category suffer a -4 penalty to attacks. Any creature larger than medium sized suffers no penalty.
Arcane Material Component
A tiny fan and a feather of exotic origin.
Evocation [Air]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: 1 extra attack per round / 3 caster levels, cumulative -2 penalty
Duration: 1 round/level
Saving Throw: Will negates (Harmless)
Spell Resistance: No (Harmless)
Torrential streams of air speed the attacks of your weapon. When using a one-handed weapon, this spell allows one extra attack to be made per 3 caster levels. Each attack is made at a cumulative -2 penalty.
Arcane Material Component
A bird feather
Would any of those be acceptable spells?
Not being a D.M. I cannot make any significant commentary, but I have some thoughts...
Flash Step:
As a verbal only spell it can be used to escape grapples and similar forms of physical impediment, so lowering the level of the spell does have significant implications for level-appripriate attacks.
As a swift action it can be used to teleport and full attack in a single round. In fact, if you look at
dimension door, you will see that it explicitly prevents any action after teleporting. Drop it to 10, or maybe fifteen feet, fixed range, then it may work, but as is it violates some of the action conservation rules, namely the full attack/charge debate...
Finally, the range is not much worse than dimension door, which is generally only used for short hops anyway, add in the swift action and even the line of sight only, and I would still say that this is significantly more powerful than dimension door. I would give a shot at 10 foot fixed range, or 15 foot instant walk, and see how that plays out, if that doesn't work than I would either increase the range, but probably keep it fixed, or cause it to take away your move action...
Whirlwind:
I haven't really seen such spells in action, so I don't know much.
The description says "you" while the range is listed as "touch", can this be cast on other people?
Complete immunity to bows and arrows, regardless of size.
Complete immunity to touch from flying creatures, save versus size(Tiny or small?!? wouldn't small or smaller make more sense?) I would suggest that the size category be reduced by one...
Complete immunity to gasses. This seems a bit much for a 4th level spell considering that it potentially makes the subject immune to the likes of Stinking Cloud, Solid Fog, Cloudkill, Acid Fog, and Incendiary Cloud... This also implies that the spell creates an air-tight seal around the user...
+4 AC versus melee that stacks with everything, save versus size(medium). Compare to
Bestow Curse while this is very similar in many ways, it affects the attacker, rather than the defender, as is generally the case with penalties, I would suggest changing this to a deflection bonus...
30% miss chance on "normal" ranged attacks other than arrows and bolts. I would like a more detailed description of what 'normal' is. Does it include slings? Thrown weapons? Manticore spines? Ranged touch spells? Magic sling stones? A telekinetic "Violent Thrust"?
Wind's Fury:
Big no...
Maybe with 1 round per 3 levels, one attack per 5 levels(minimum 1), and a maximum extra attacks of 2 or maybe 3. Extra attacks are rare and special things, that almost never stack...