RangerWickett
Legend
What do you think?
Rack & Ruin
Evocation (fire, force)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes
You throw out your hand at your foe. Telekinetic force slams the target, dealing 5d6 force damage and tripping him. The creature may make a Fortitude save to avoid being tripped.
Then if the creature is adjacent to any surface as large as his space (such as if he was tripped and fell), the force holds him there. Fires crackle along the surface in the shape of Infernal sigils, and at the start of the creature’s turn, the flames sear the creature for 5d6 fire damage. The creature is immobilized for three rounds or until it spends a move action to make a Strength or Escape Artist check (DC 20), or otherwise escapes (such as by teleportation). If the creature moves out of the space it was pinned to, the spell ends.
Rack & Ruin
Evocation (fire, force)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes
You throw out your hand at your foe. Telekinetic force slams the target, dealing 5d6 force damage and tripping him. The creature may make a Fortitude save to avoid being tripped.
Then if the creature is adjacent to any surface as large as his space (such as if he was tripped and fell), the force holds him there. Fires crackle along the surface in the shape of Infernal sigils, and at the start of the creature’s turn, the flames sear the creature for 5d6 fire damage. The creature is immobilized for three rounds or until it spends a move action to make a Strength or Escape Artist check (DC 20), or otherwise escapes (such as by teleportation). If the creature moves out of the space it was pinned to, the spell ends.