Fungus Domain

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You create a number of explosive seeds equal to your caster level. Each of these seeds explode when thrown, dealing 1d6 points of piercing damage per 2 caster levels (max 10d6) to all creatures in a 5-ft radius spread. A reflex save reduces the damage dealt by half, and the explosions are subject to damage reduction (the seeds are considered magic for the purposes of DR).
You create a number of explosive seeds equal to your caster level. Each of these seeds explode when thrown, dealing 1d6 points of piercing damage per 2 caster levels (max 10d6) to all creatures in a 5-ft radius spread. A reflex save reduces the damage dealt by half, and the explosions are subject to damage reduction (the seeds are considered magic for the purposes of DR).
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Upon casting the spell, you may immediately throw a single seed anywhere within range. For the duration of the spell, you may throw additional seeds as attack actions, as long as you still have seeds left. Seeds have a range of 120 ft, and they only explode if you throw them; they lose their magic if they're given to another creature or are dropped rather than thrown.
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You lob a virulent ball of mushrooms at an area, causing it to explode in a cloud of noxious gases and fumes. Every creature in the area takes 1d8 points of acid damage + 1d8 per 3 caster levels (max 5d8 at level 12). In addition, creatures in the area are nauseated for 1 round unless they make a Fortitude save.
You lob a virulent ball of mushrooms at an area, causing it to explode in a cloud of noxious gases and fumes. Every creature in the area takes 1d8 points of acid damage + 1d8 per 3 caster levels (max 5d8 at level 12). In addition, creatures in the area are nauseated for 1 round unless they make a Fortitude save.
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Upon casting the spell, you may immediately throw a single seed anywhere within range. For the duration of the spell, you may throw additional seeds as attack actions, as long as you still have seeds left. Seeds have a range of 120 ft, and they only explode if you throw them; they lose their magic if they're given to another creature or are dropped rather than thrown.
 

Revision as of 17:50, 26 March 2011

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