Beholder Bob
First Post
Okay, more spells. These I'm very unsure of power/mechanic wise. Let me know folks.
Great Larva Mother
Wizard 5
Conjuration (Creation)
Components: V S M
Casting Time: Full Action
Range: Self
Effect: Caster
Duration: 1 MIN/LV
Save: None
Spell Resist: No
This spell creates a quasi-real creature that appears to be a beetle 2 size categories larger then the caster, with a transparent abdomen, 6 long legs, head with pinchers, and long antenna that vibrate slightly. As the creature forms, the caster is pulled into its abdomen and floats in clear amniotic fluids. While so contained, the caster is not able to speak directly, move (except to turn around), or physically act.
While inside this creature, verbal components of the caster’s spells are conveyed as a collection of buzzes and hisses from the beetle, his somatic components made by twitches of the beetle’s antenna. Material components and foci are used directly from the caster without having to pull them out. The caster can direct the beetle to move and attack as a move equivalent action. Attacks directed at the caster automatically strike the beetle instead.
The beetle is huge when cast by a medium sized caster, large when cast by a short caster. No matter its size, it has HP equal to 4*LV and an AC of (10 natural, -1 or –2 for size, +0 DEX), a hardness of 5, takes ½ damage from energy attacks, but always fails fortitude and reflex saves. It is treated as construct for purpose of immunities. It has a 30’ move, 20’ climb, and a bite +(½ LV) to hit and does 1d8 (large) 2d6 (huge) damage. The beetle has the same senses as the caster.
This spell may not be ended prematurely, fails if cast in an area not large enough to fit the beetle, and gives the caster a –4 to all search, spot, and listen checks.
Material Component: Silver statue of a beetle and with a crystal abdomen (200 GP).
Twister Scream
Wizard 2
Evocation (Air)
Components: V S M
Casting Time: 1 Action
Range: C (25’+5’/ 2 LV)
Effect: One creature
Duration: 1 R/LV
Save: Reflex Negates
Spell Resist: Yes
A target who fails its save is capable of move actions only as a continuous burst of air escapes from its mouth, pushing diminutive or smaller creatures away and checking the movement of tiny creatures in a 10’ cone of air from the targets mouth. During the duration the target is incapable of drowning and generates 10’ cu of air a round. The cone of air escapes from its mouth automatically, even if the target is unconscious. The target is incapable of speech, though it is capable of a very long, prolonged, scream.
Quicksand Drop
Wizard 2
Transmutation
Components: V S M
Casting Time: 1 Action
Range: C (25' + 5'/2 LV)
Target: 10’ radius
Duration: 1 MIN/LV
Save: Special
Spell Resist: No
This spell causes loose soil, gravel, earth, and sand to become liquid-like, as per quick sand. Its appearance does not change, but creatures heavier then diminutive sink into the Quicksand drop rapidly, having only a few rounds before sinking beneath their heads and drowning. The quicksand is 20’ deep, or to 5’ above an open area (such as a cave), or down to rock, which ever is least. This spell can not be cast on wood, metal, or stone.
Creatures caught in the area when the quicksand forms are allowed reflex saves – a successful save allows the creatures to take their next move action on the round the spell forms to get to the edge of the spell. Those unable or unwilling to do so suffer the same effects as those who failed their save. Every round a creature is in the quicksand area, a strength check = save DC is made, success allows the creature to spend a full round action to move 5’, either to the other side of the quicksand or exit the quicksand if on the side. Creatures can choose not to move 5’ can instead take a standard action. Creatures that fail 3 strength checks (taking a standard action counts as a failed strength check) sink below their heads and take d4 CON damage each round as they sink to the bottom. At the end of the spell duration, the ground hardens, leaving creatures submerged to die of asphyxiation and partially submerged creatures in need of rescue.
Creatures can be rescued by others, a thrown rope allows an outside ally to make a separate strength check each round, the failure of that strength check not counting against the victim in the quicksand. While in the quicksand, creatures benefit from partial cover. Creatures are prone when they crawl out of quicksand.
Material Component: Pinch of sand
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Great Larva Mother
Wizard 5
Conjuration (Creation)
Components: V S M
Casting Time: Full Action
Range: Self
Effect: Caster
Duration: 1 MIN/LV
Save: None
Spell Resist: No
This spell creates a quasi-real creature that appears to be a beetle 2 size categories larger then the caster, with a transparent abdomen, 6 long legs, head with pinchers, and long antenna that vibrate slightly. As the creature forms, the caster is pulled into its abdomen and floats in clear amniotic fluids. While so contained, the caster is not able to speak directly, move (except to turn around), or physically act.
While inside this creature, verbal components of the caster’s spells are conveyed as a collection of buzzes and hisses from the beetle, his somatic components made by twitches of the beetle’s antenna. Material components and foci are used directly from the caster without having to pull them out. The caster can direct the beetle to move and attack as a move equivalent action. Attacks directed at the caster automatically strike the beetle instead.
The beetle is huge when cast by a medium sized caster, large when cast by a short caster. No matter its size, it has HP equal to 4*LV and an AC of (10 natural, -1 or –2 for size, +0 DEX), a hardness of 5, takes ½ damage from energy attacks, but always fails fortitude and reflex saves. It is treated as construct for purpose of immunities. It has a 30’ move, 20’ climb, and a bite +(½ LV) to hit and does 1d8 (large) 2d6 (huge) damage. The beetle has the same senses as the caster.
This spell may not be ended prematurely, fails if cast in an area not large enough to fit the beetle, and gives the caster a –4 to all search, spot, and listen checks.
Material Component: Silver statue of a beetle and with a crystal abdomen (200 GP).
Twister Scream
Wizard 2
Evocation (Air)
Components: V S M
Casting Time: 1 Action
Range: C (25’+5’/ 2 LV)
Effect: One creature
Duration: 1 R/LV
Save: Reflex Negates
Spell Resist: Yes
A target who fails its save is capable of move actions only as a continuous burst of air escapes from its mouth, pushing diminutive or smaller creatures away and checking the movement of tiny creatures in a 10’ cone of air from the targets mouth. During the duration the target is incapable of drowning and generates 10’ cu of air a round. The cone of air escapes from its mouth automatically, even if the target is unconscious. The target is incapable of speech, though it is capable of a very long, prolonged, scream.
Quicksand Drop
Wizard 2
Transmutation
Components: V S M
Casting Time: 1 Action
Range: C (25' + 5'/2 LV)
Target: 10’ radius
Duration: 1 MIN/LV
Save: Special
Spell Resist: No
This spell causes loose soil, gravel, earth, and sand to become liquid-like, as per quick sand. Its appearance does not change, but creatures heavier then diminutive sink into the Quicksand drop rapidly, having only a few rounds before sinking beneath their heads and drowning. The quicksand is 20’ deep, or to 5’ above an open area (such as a cave), or down to rock, which ever is least. This spell can not be cast on wood, metal, or stone.
Creatures caught in the area when the quicksand forms are allowed reflex saves – a successful save allows the creatures to take their next move action on the round the spell forms to get to the edge of the spell. Those unable or unwilling to do so suffer the same effects as those who failed their save. Every round a creature is in the quicksand area, a strength check = save DC is made, success allows the creature to spend a full round action to move 5’, either to the other side of the quicksand or exit the quicksand if on the side. Creatures can choose not to move 5’ can instead take a standard action. Creatures that fail 3 strength checks (taking a standard action counts as a failed strength check) sink below their heads and take d4 CON damage each round as they sink to the bottom. At the end of the spell duration, the ground hardens, leaving creatures submerged to die of asphyxiation and partially submerged creatures in need of rescue.
Creatures can be rescued by others, a thrown rope allows an outside ally to make a separate strength check each round, the failure of that strength check not counting against the victim in the quicksand. While in the quicksand, creatures benefit from partial cover. Creatures are prone when they crawl out of quicksand.
Material Component: Pinch of sand
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