D20r:Spells

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(Rainbow Pattern)
(Wail of the Banshee)
Line 2,559: Line 2,559:
==W==
==W==
=== Wail of the Banshee===
=== Wail of the Banshee===
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=== Wake of the Dolphin ===
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{{d20rSpell|
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name=Wake of the Dolphin|
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desc=Force, Water|
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time=1 standard action|
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range=Close (25' + 5'/2 levels)|
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target= |
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area= |
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effect=One dolphin, made of force|
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dur=Instantaneous|
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save=Reflex half; see text|
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SR=Yes|
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rules=You call a dolphin made of arcane energies into being. At your direction (a free action), the dolphin charges a foe, trailing a wake of water. As part of this spell, the dolphin must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', + 5' per Caster Level beyond 5th. The dolphin does not need to be underwater to charge.
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A cone grows behind the dolphin as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 30'). Creatures caught in the cone during the course of the dolphin's charge take 4d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are tripped by the dolphin's wake. The wake is treated as having a Strength modifier of +5 for making its trip check. A creature may only be affected once each round by this wake.
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Upon reaching the target, the dolphin makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 3d6 points of damage plus one and a half times your primary casting statistic modifier.
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The dolphin dissipates harmlessly after attacking its target.
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This spell is cast at +1 Caster Level when underwater.|
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eternal= |
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class1=Ondinic Tradition|
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class1level=3|
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class2= |
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class2level= |
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nocat= 1
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}}
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=== Wake of the Sea Turtle ===
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{{d20rSpell|
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name=Wake of the Sea Turtle|
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desc=Force, Water|
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time=1 standard action|
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range=Close (25' + 5'/2 levels)|
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target= |
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area= |
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effect=One sea turtle, made of force|
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dur=Instantaneous|
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save=Reflex half; see text|
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SR=Yes|
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rules=You call a sea turtle made of arcane energies into being. At your direction (a free action), the sea turtle charges a foe, trailing a wake of water. As part of this spell, the sea turtle must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 30', +5' per two Caster Levels beyond 3rd. The sea turtle does not need to be underwater to charge.
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A cone grows behind the turtle as it charges. For each 10' it travels, the size of the cone increases by 5' (to a maximum of 20'). Creatures caught in the cone during the course of the turtle's charge take 2d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed back by the turtle's wake. The wake is treated as having a Strength modifier of +2 for making its bull-rush check. Creatures bull-rushed by this ability can be bull-rushed outside the maximum range of the cone. A creature may only be affected once each round by this wake.
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Upon reaching the target, the sea turtle makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 1d6 points of damage plus one and a half times your primary casting statistic modifier.
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The turtle dissipates harmlessly after attacking its target.
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This spell is cast at +1 Caster Level when underwater.|
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eternal= |
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class1=Ondinic Tradition|
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class1level=2|
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class2= |
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class2level= |
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nocat= 1
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}}
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=== Wall of Fire===
=== Wall of Fire===
=== Wall of Force===
=== Wall of Force===

Revision as of 23:57, 2 October 2013

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