D20r:Spells
From Fax Encyclopedicus
(→Foresight) |
(→Freezing Sphere) |
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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. | 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.| | + | 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. |
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eternal=| | eternal=| | ||
class1=Cold Domain| | class1=Cold Domain| |