Spell Sandbox

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1st-Level Spells

Evocation
Dancing Wind - Allows an immediate 5 ft. step for the target OR checks target OR diffuses a cloud OR leaves a square of checking wind in place.
Ground Flex - Makes a section of ground unstable, causing those standing to be flat-footed.
Splasher - Sudden water burst deals 1d10 damage, imposes -1 penalty to foe's next roll.

Transmutation
Razored Air - Blades of air deal 1 damage to creatures within or entering an area.

2nd-Level Spells

Abjuration
En'shah Ruq'ya - Incantation reveals fiends or ghuls, burns them.
Proactive Ward - Blocks the evil power of a curse or cursed item, or weakens a trap.
Divination
Know Thy Enemy - Divines the natural defenses of your foe.
Evocation
Plunge - Water bubble deals 2d4+CL damage, dazes foe.
Tideswell - Water courses along the ground, sliding the target away.
Illusion
Seductive Shroud - Glamer makes you appear attractive to the viewer.

Rainveil

Conjuration (Creation) [Water]
Sor/Wiz 1
Components: V, S, F, U
Casting Time: 1 immediate action or 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

You create fine scarves of shimmering water which sail from your hands to wrap around the creatures you select, each such veil having a designated effect.

If cast as an immediate action, you create one rainveil and can designate only one target creature. If cast as a standard action, you may designate one target per three caster levels (minimum 1) to a maximum of four targets. Each rainveil may have a different effect, as you direct:

Aqueous Barrier: A creature covered by this rainveil gains fire resistance 10 and cold resistance 10 for 1 minute or until struck by a fire or cold effect.
Coating Fog: A creature covered by this rainveil takes 50% more damage from cold effects for 1 round.
Deflecting Splash: A creature covered by this rainveil gets a +3 bonus to AC against the next attack directed against it. This protection lasts for 1 minute or until expended.
Flickering Droplets: A creature surrounded by this rainveil is dazzled for 1d4 rounds. A successful Will save negates this effect.

Creatures with the Fire subtype are immune to rainveils, whether beneficial or otherwise.

Unique component: If you speak Aquan, you can spin out one additional rainveil.

Splasher

Evocation [Water]
Sor/Wiz 1
Components: V, S, U
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You evoke a sphere of water and send it careening into your target, creating a distracting splash. Delivering this effect requires a ranged touch attack. If it strikes, it deals 1d10 damage plus 1d10 damage per four caster levels (max 3d10) and the subject takes a -1 penalty to its next attack roll or saving throw. This penalty increases to -2 at CL 4th and -3 at CL 8th.

A creature with the Fire subtype struck by a splasher takes 50% more damage from this spell.

Unique component: If you speak Aquan, you get a +2 bonus on your ranged attack roll to hit with splasher.

Plunge

Evocation [Water]
Sor/Wiz 2
Components: V, S, U
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You cause a bubble filled with water to close around the target, cutting off air and applying pressure. This surge of water deals 2d4 + CL damage and causes the foe to be dazed for 1 round. A successful Fortitude save halves this damage and negates the daze effect.

A creature with the Fire subtype affected by plunge takes 50% more damage from this spell, and becomes shaken for 1 round rather than dazed.

Unique component: If you speak Aquan, this spell deals an additional 2d4 damage and has its DC increased by 2.

Tideswell

Evocation [Water]
Sor/Wiz 2
Components: S, U
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

A rushing wave of water ploughs the foe back in a straight line, or sweeps an ally to a safer location. The target creature moves along the ground up to 20 ft. in a straight line as you direct. The creature stops being pushed if it collides with a wall, obstacle or other barrier which would not easily be pushed along by the water (including other creatures). This spell has no effect on creatures in the air or underground.

If used on a creature in the water, tideswell can push them up to 40 ft. in a straight line, and the subject takes a -4 penalty to the Reflex save to remain in place. A creature with a Swim speed can elect to make a Swim check in lieu of a Reflex save.

Creatures with the Fire subtype are immune to tideswell.

Unique component: If you speak Aquan, increase the save DC of this spell by 2.

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