Izanenael's Channeled Steel Rain
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- | + | Conjuration (Creation) [Fire, Metal] | |
- | *Level: Sor/Wiz 4 | + | *'''Level:''' Sor/Wiz 4 |
- | *Components: V, S | + | *'''Components:''' V, S |
- | *Casting Time: See Text | + | *'''Casting Time:''' See Text |
- | *Range: Medium (100ft +10ft/level) | + | *'''Range:''' Medium (100ft +10ft/level) |
- | *Area: See text | + | *'''Area:''' See text |
- | *Duration: Instantaneous | + | *'''Duration:''' Instantaneous; see text |
- | *Save: Reflex partial; see text | + | *'''Save:''' Reflex partial; see text |
- | *Spell Resistance: No | + | *'''Spell Resistance:''' No |
------------------------------------------------- | ------------------------------------------------- | ||
Conjures a rain of hot nonmagical steel spikes. Casting time is chosen when spell is cast. | Conjures a rain of hot nonmagical steel spikes. Casting time is chosen when spell is cast. | ||
- | *Casting time Swift Action: Ranged touch attack | + | *'''Casting time Swift Action:''' Ranged touch attack |
**Primary: One creature in range takes 4d6 points of damage (half pierce, half fire). | **Primary: One creature in range takes 4d6 points of damage (half pierce, half fire). | ||
- | **Secondary: That creature is immobilized by | + | **Secondary: That creature is immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **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. | ***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 | + | *'''Casting time Standard Action:''' Ranged touch attack |
**Primary: One creature in range takes 6d6 points of damage (half pierce, half fire). | **Primary: One creature in range takes 6d6 points of damage (half pierce, half fire). | ||
- | **Secondary: That creature is knocked prone and immobilized by | + | **Secondary: That creature is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **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 | + | ***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) | + | *'''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). | **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 | + | **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **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 | + | ***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 | + | *'''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). | **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 | + | **Secondary: Each creature in area of effect is knocked prone and immobilized by steel spikes. |
**Reflex save halves damage and negates secondary effect. | **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 | + | ***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. |