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Monday, April 21, 2014

Preview Monday: Three Multi-Variable Spells Beginning with C

by Tim Wallace

Here is are a few preview spells from tomorrow's post: Multi-Variable Spells – 3rd-5th Level Spells Beginning with C.


CALL LIGHTNING
School evocation [electricity]; Level druid 4; Domain catastrophe 3, weather 3
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 minute/level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 4d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 12 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 4d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
Diminished Effects The spell’s range is reduced to medium (100 ft. + 10 ft./level). In addition each bolt only deals 3d6 points of electricity damage (or 3d10 if created outdoors in a stormy area), and you may only call a maximum of 10 bolts
Heightened Effects Each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
Notes This spell combines the effects of the following spells: call lightning and call lightning storm.

CHAIN OF PERDITION
School evocation [force]; Level cleric/oracle 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (chain link)
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft. chain
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment. Directing the spell to a new target is a move action.
As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Diminished Effects The spell’s range is reduced to 30 feet. As a move action, you can move the chain up to 15 feet.
Heightened Effects The chain gains a +3 deflection bonus to its AC against touch attacks and a +2 bonus on combat maneuver checks to perform a dirty trick (blind or entangle), drag, reposition, or trip combat maneuver.

CORROSIVE CONSUMPTION
School conjuration (creation) [acid]; Level magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 3 rounds
Saving Throw none; Spell Resistance yes
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6). The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.
Diminished Effects The spell’s duration is reduced to two rounds. On the first round, the acid deals 1 point of acid damage per caster level (maximum 10). On the second round, the acid patch grows and deals 1d4 points of acid damage per caster level (maximum 10d4).
Heightened Effects On the third and final round, the target must make a Reflex save or become permanently blinded in addition to taking acid damage. If the target scrapes or washes off the acid before the third round, it does not have to make the saving throw.