Izanenael's Channeled Steel Rain

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(Created page with '*Conjuration (Creation) [Fire] *Level: Sor/Wiz 4 *Components: V, S *Casting Time: See Text *Range: Medium (100ft +10ft/level) *Area: See text *Duration: Instantaneous *Save: Refl…')
 
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*Conjuration (Creation) [Fire]
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Conjuration (Creation) [Fire, Metal]
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*Level: Sor/Wiz 4
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*'''Level:''' Sor/Wiz 4
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*Components: V, S
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*'''Components:''' V, S
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*Casting Time: See Text
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*'''Casting Time:''' See Text
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*Range: Medium (100ft +10ft/level)
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*'''Range:''' Medium (100ft +10ft/level)
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*Area: See text
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*'''Area:''' See text
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*Duration: Instantaneous
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*'''Duration:''' Instantaneous; see text
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*Save: Reflex partial; see text
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*'''Save:''' Reflex partial; see text
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*Spell Resistance: No
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*'''Spell Resistance:''' No
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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.
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*Casting time Swift Action: Ranged touch attack
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*'''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).
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**Secondary: That creature is immobilized by stone spikes.
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**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.
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*Casting time Standard Action: Ranged touch attack
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*'''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).
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**Secondary: That creature is knocked prone and immobilized by stone spikes.
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**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.
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***A creature immobilized by spikes 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.
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***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.
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*Casting time Full Round Action: Area: Cylinder (10ft radius, 30ft high)
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*'''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).
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**Secondary: Each creature in area of effect is knocked prone and immobilized by stone spikes.
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**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.
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***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.
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***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.
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*Casting time 2 Rounds: Area: Cylinder (15ft radius, 30ft high)
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*'''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).
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**Secondary: Each creature in area of effect is knocked prone and immobilized by stone spikes.
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**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.
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***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.
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***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.

Current revision as of 19:09, 3 February 2011

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