D20r:Spells

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(Wail of the Banshee)
(Wake of the Sea Turtle)
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nocat= 1
nocat= 1
}}
}}
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=== Wake of the Leviathan ===
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{{d20rSpell|
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name=Wake of the Leviathan|
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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 leviathan, made of force|
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dur=Instantaneous|
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save=Fortitude half and Reflex negates; see text|
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SR=Yes|
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rules=You call a leviathan made of arcane energies into being. At your direction (a free action), the leviathan charges a foe, trailing a wake of water. As part of this spell, the leviathan must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The leviathan does not need to be underwater to charge.
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A cone grows behind the leviathan as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the leviathan's charge take 10d6 points of bludgeoning damage with a Fortitude save for half damage. In addition, those creatures that fail their save are bull-rushed and knocked prone by the leviathan's wake. The wake is treated as having a Strength modifier of +15 for making its bull-rush check and carries a Reflex save to prevent being knocked prone. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.
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Upon reaching the target, the leviathan makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 15d6 points of damage plus one and a half times your primary casting statistic modifier.
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The leviathan dissipates harmlessly after attacking its target.
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This spell is cast at +2 Caster Levels when underwater.|
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eternal= |
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class1=Ondinic Tradition|
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class1level=7|
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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 ===
=== Wake of the Sea Turtle ===
{{d20rSpell|
{{d20rSpell|
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class1=Ondinic Tradition|
class1=Ondinic Tradition|
class1level=2|
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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=== Wake of the Shark ===
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{{d20rSpell|
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name=Wake of the Shark |
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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 shark, made of force|
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dur=Instantaneous|
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save=Fortitude partial; see text|
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SR=Yes|
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rules=You call a shark made of arcane energies into being. At your direction (a free action), the shark charges a foe, trailing a wake of water. As part of this spell, the shark must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The shark does not need to be underwater to charge.
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A cone grows behind the shark 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 shark's charge take 2 points of Constitution damage with a Fortitude save to negate the damage. For each point of Constitution damage you inflict in this way, you gain two temporary hit points. A creature may only be affected once each round by this wake.
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Upon reaching the target, the shark makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 6d6 points of damage plus one and a half times your primary casting statistic modifier.
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The shark 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=4|
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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 Whale ===
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{{d20rSpell|
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name=Wake of the Whale|
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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 whale, 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 whale made of arcane energies into being. At your direction (a free action), the whale charges a foe, trailing a wake of water. As part of this spell, the whale must make a charge against a target. This charge must be in a straight line and has a maximum distance equal to 60', + 5' per Caster Level beyond 7th. The whale does not need to be underwater to charge.
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A cone grows behind the whale as it charges. For each 10' it travels, the size of the cone increases by 10' (to a maximum of 60'). Creatures caught in the cone during the course of the whale's charge take 6d6 points of bludgeoning damage with a Reflex save for half damage. In addition, those creatures that fail their save are bull-rushed by the whale's wake. The wake is treated as having a Strength modifier of +10 for making its bull-rush check. Creatures may be bull-rushed outside the maximum area of the wake by this effect. A creature may only be affected once each round by this wake.
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Upon reaching the target, the whale makes a single slam attack, using your Base Attack Bonus and substituting your primary casting statistic for its Strength score. This slam attack deals 10d6 points of damage plus one and a half times your primary casting statistic modifier.
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The whale 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=5|
class2= |
class2= |
class2level= |
class2level= |

Revision as of 00:14, 3 October 2013

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