D20r:Spells
From Fax Encyclopedicus
(→Foresight) |
(→freezing sphere) |
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- | ===freezing sphere=== | + | ===Freezing Sphere=== |
+ | {{d20rSpell| | ||
+ | name=Freezing Sphere| | ||
+ | desc=Cold| | ||
+ | time=1 standard action| | ||
+ | range=Long (400' + 40'/level)| | ||
+ | target= | | ||
+ | area=20' radius spread| | ||
+ | effect= | | ||
+ | dur=Instantaneous and 5 rounds and 1 round/level; see text| | ||
+ | save=Fortitude partial; see text| | ||
+ | SR=Yes| | ||
+ | rules=''Freezing sphere'' creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a burst, dealing 1d8 points of cold damage per Caster Level to each creature in the area and rendering them immobilized for five rounds. A successful Fortitude save halves the damage and negates the immobilization effect. | ||
+ | |||
+ | If the ''freezing sphere'' strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6" over an area equal to 25 square feet (a 5' square) per Caster Level. This ice lasts for 1 round per Caster Level. Creatures that were swimming on the surface of frozen water (or standing in the shallows) become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a Strength or Acrobatics check to break free against this spell's DC.| | ||
+ | eternal=| | ||
+ | class1=Cold Domain| | ||
+ | class1level=6| | ||
+ | class2=Jotunnskyn| | ||
+ | class2level=6| | ||
+ | class3=Water Domain| | ||
+ | class3level=7| | ||
+ | nocat= 1 | ||
+ | }} | ||
+ | |||
===frost storm=== | ===frost storm=== | ||
=== Frozen Grasp === | === Frozen Grasp === |