Aqueous Orb (Sorcerer/Wizard Spell): Difference between revisions

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m (Text replacement - "| School|conjuration" to "| School|Conjuration")
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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[Conjuration]]
| School|[[Conjuration]]
}}</onlyinclude> (creation) [[Spells#.5BDescriptor.5D|[water]]]
}}</onlyinclude> (creation)  
::'''''Bloodline:''''' [[aquatic Bloodline|aquatic]] 3
::'''''Bloodline:''''' [[aquatic Bloodline|aquatic]] 3
::'''''Elemental School:''''' [[water (Arcane School)|water]] 3
::'''''Elemental School:''''' [[water (Arcane School)|water]] 3

Revision as of 20:41, 3 August 2018

Level: Druid 3Sorcerer/Wizard 3
School: Conjuration (creation)
Bloodline: aquatic 3
Elemental School: water 3

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (a drop of water and a glass bead)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 10-ft.-diameter sphere
Duration: 1 rnd/lvl
Saving Throw: REFL negates
Save DC:
Spell Resistance: No

Description

You create a rolling sphere of churning water that can engulf those it strikes. The Aqueous Orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as Dispel Magic (Spell) against magical fires as long as those fires are size Large or less.
Any creature in the path of the Aqueous Orb takes 2d6 points of Non-Lethal Damage. A successful REFL save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the Aqueous Orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the Aqueous Orb but are considered entangled by its churning currents, takes 2d6 points of Non-Lethal Damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new REFL save each round to escape into a random square adjacent to the Aqueous Orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and churns in place. An Aqueous Orb stops if it moves outside the spell's range.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30