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Izanenael's Channeled Steel Rain
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Conjuration (Creation) [Fire, Metal] *'''Level:''' Sor/Wiz 4 *'''Components:''' V, S *'''Casting Time:''' See Text *'''Range:''' Medium (100ft +10ft/level) *'''Area:''' See text *'''Duration:''' Instantaneous; see text *'''Save:''' Reflex partial; see text *'''Spell Resistance:''' No ------------------------------------------------- Conjures a rain of hot nonmagical steel spikes. Casting time is chosen when spell is cast. *'''Casting time Swift Action:''' Ranged touch attack **Primary: One creature in range takes 4d6 points of damage (half pierce, half fire). **Secondary: That creature is immobilized by steel spikes. **Reflex save halves damage and negates secondary effect. ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free. *'''Casting time Standard Action:''' Ranged touch attack **Primary: One creature in range takes 6d6 points of damage (half pierce, half fire). **Secondary: That creature is knocked prone and immobilized by steel spikes. **Reflex save halves damage and negates secondary effect. ***A creature immobilized by spikes considered entangled and can't move from its space for 1 round per caster level; a DC 22 grapple check or Escape Artist check allows it to break free. *'''Casting time Full Round Action:''' Area: Cylinder (10ft radius, 30ft high) **Primary: Each creature in area of effect takes 6d6 points of damage (half pierce, half fire). **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. **Reflex save halves damage and negates secondary effect. ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 24 grapple check or Escape Artist check allows it to break free. *'''Casting time 1 Round + Full Round Action:''' Area: Cylinder (15ft radius, 30ft high) **Primary: Each creature in area of effect takes 8d6 points of damage (half pierce, half fire). **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. **Reflex save halves damage and negates secondary effect. ***A creature immobilized by spikes is considered entangled and can't move from its space for 1 round per caster level; a DC 26 grapple check or Escape Artist check allows it to break free.
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