Izanenael's Channeled Steel Rain
From Fax Encyclopedicus
Ozymandias (Talk | contribs) |
Ozymandias (Talk | contribs) |
||
Line 13: | Line 13: | ||
*'''Casting time Swift Action:''' Ranged touch attack | *'''Casting time Swift Action:''' Ranged touch attack | ||
**Primary: One creature in range takes 4d6 points of damage (half pierce, half fire). | **Primary: One creature in range takes 4d6 points of damage (half pierce, half fire). | ||
- | **Secondary: That creature is immobilized by | + | **Secondary: That creature is immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **Reflex save halves damage and negates secondary effect. | ||
***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free. | ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free. | ||
Line 20: | Line 20: | ||
*'''Casting time Standard Action:''' Ranged touch attack | *'''Casting time Standard Action:''' Ranged touch attack | ||
**Primary: One creature in range takes 6d6 points of damage (half pierce, half fire). | **Primary: One creature in range takes 6d6 points of damage (half pierce, half fire). | ||
- | **Secondary: That creature is knocked prone and immobilized by | + | **Secondary: That creature is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **Reflex save halves damage and negates secondary effect. | ||
***A creature immobilized by spikes considered entangled and can't move from its space for 1 round per caster level; a DC 22 grapple check or Escape Artist check allows it to break free. | ***A creature immobilized by spikes considered entangled and can't move from its space for 1 round per caster level; a DC 22 grapple check or Escape Artist check allows it to break free. | ||
Line 27: | Line 27: | ||
*'''Casting time Full Round Action:''' Area: Cylinder (10ft radius, 30ft high) | *'''Casting time Full Round Action:''' Area: Cylinder (10ft radius, 30ft high) | ||
**Primary: Each creature in area of effect takes 6d6 points of damage (half pierce, half fire). | **Primary: Each creature in area of effect takes 6d6 points of damage (half pierce, half fire). | ||
- | **Secondary: Each creature in area of effect is knocked prone and immobilized by | + | **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **Reflex save halves damage and negates secondary effect. | ||
***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 24 grapple check or Escape Artist check allows it to break free. | ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 24 grapple check or Escape Artist check allows it to break free. | ||
Line 34: | Line 34: | ||
*'''Casting time 1 Round + Full Round Action:''' Area: Cylinder (15ft radius, 30ft high) | *'''Casting time 1 Round + Full Round Action:''' Area: Cylinder (15ft radius, 30ft high) | ||
**Primary: Each creature in area of effect takes 8d6 points of damage (half pierce, half fire). | **Primary: Each creature in area of effect takes 8d6 points of damage (half pierce, half fire). | ||
- | **Secondary: Each creature in area of effect is knocked prone and immobilized by | + | **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **Reflex save halves damage and negates secondary effect. | ||
***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 26 grapple check or Escape Artist check allows it to break free. | ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 26 grapple check or Escape Artist check allows it to break free. |