Beholder Bob
First Post
Ok, this is the last of the spells I'm looking for feedback on...for a while...
Holocaust Wyrm
Wizard 7
Evocation (Fire)
Components: V S M
TTC: Standard Action
Area: 6 5' sq., continuous
Dur: 1 R/LV
Range: L (400’ + 40’/LV)
Save: Fortitude ½
SR: Yes
Looking somewhat like an immense flaming snake or dragon, this flexible tube of fire that fills 6 5’ squares and can be cast so as to fill squares occupied by creatures or objects of medium size or smaller. These squares are continuous, though up to a 90-degree shift is allowed every 10’. This area of fire moves at the caster’s command as a move action, up to 30' each round maximum. This move action to command the Wyrm does not provoke an attack of opportunity.
Creatures caught in a square of fire suffer 5d6 fire damage for every 10’ section (or fraction of) they pass through, so a Holocaust Wyrm that spends its movement (30’) running over a PC inflicts 15d6 fire damage. The Holocaust Wyrm has no physical force and so can not prevent movement of others – with the exception that the caster can climb atop it as a move action and ride it without harm, suspended 5’ above the ground.
Material Focus: Worm or snake stored in alcohol, eaten during casting.
Ioun Shield
Wizard 4
Transmutation
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Dur: 1 R/LV
Save: None
SR: No
This spell causes the gemstone material components to rise into the air and begin orbiting the caster in the same manner as the magic item Ioun Stones do, effecting 1 stone per 4 levels. While orbiting the caster, they provide a +2/stone deflection bonus to AC.
The caster can sacrifice a stone to make 2 rolls for any of his saves (as per the luck domain power.
The caster can focus a spell through a stone, destroying it but forcing the target to make 2 rolls for their save against that spell, taking the lesser of the 2 rolls.
Material Component: 1 Gem/4 LV, ea. 50+ GP.
Living Albemic
Wizard 5
Transmutation
Components: V S F
TTC: Full Round
Range: Personal
Target: Caster
Dur: 1 MIN/2 LV (Special)
Save: None (Special)
SR: No (Special)
For the duration of this spell, the caster is able to drink a single drop of a potion or elixir and gain the benefits as if he had consumed the entire contents. The caster can benefit from 1/3 LV of potions for the duration of this spell, an elixir is treated as a 4th LV potion. The duration of the potion or elixir is not limited by the duration of this spell. The effects of spells duplicated with potions are treated as if they had been cast at the caster’s LV rather then the level the potion was created at. The potion or elixir used in casting is unaffected.
Material Focus: Drop of potion(s) or Elixir(s) duplicated
Sucking Wound of the Earth
Wizard 7
Transmutation (Earth)
Components: V S F
TTC: Standard Action
Range: L (400’ + 40’/LV)
Area: 20’ or 30’ Radius
Dur: 5 R/LV
Save: Special
SR: No
This spell causes the earth to collapse in the area, forming a funnel shape as the earth pulls in on itself, the caster choosing a 20’ or 30’ radius. Creatures caught in the area of effect are allowed saves to avoid falling into the center, but even creatures that save are placed on the edge of the funnel and must struggle not to be pulled down into the center.
Creatures that fail the initial save fall into the center and must make Fortitude saves each round or else begin holding their breath to avoid drowning in the earth. This requires a full round action on the creature’s part as it struggles, otherwise it immediately begins to drown. Creatures able to fly but are caught in the center are allowed a Reflex save instead of Fortitude – if made they fly out of the funnel. If the roll is failed, they make a Fortitude save that round.
Creatures that move into the area of effect or made their initial save are allowed a free 5’ move and are instead holding onto the side of the funnel. Each round the creature is allowed to make a climb check to climb 5’ up. If the climb check fails by 5+ or no climb check was attempted, the creature moves 5’ towards the center of the funnel. Once a creature reaches the center, they begin making Fortitude saves to avoid its effects. A creature clinging to the side but has flying may instead make a normal move out of the area of effect.
The caster has no immunity to this spells effect.
Material Focus: Dried Ant Lion
B
B

Holocaust Wyrm
Wizard 7
Evocation (Fire)
Components: V S M
TTC: Standard Action
Area: 6 5' sq., continuous
Dur: 1 R/LV
Range: L (400’ + 40’/LV)
Save: Fortitude ½
SR: Yes
Looking somewhat like an immense flaming snake or dragon, this flexible tube of fire that fills 6 5’ squares and can be cast so as to fill squares occupied by creatures or objects of medium size or smaller. These squares are continuous, though up to a 90-degree shift is allowed every 10’. This area of fire moves at the caster’s command as a move action, up to 30' each round maximum. This move action to command the Wyrm does not provoke an attack of opportunity.
Creatures caught in a square of fire suffer 5d6 fire damage for every 10’ section (or fraction of) they pass through, so a Holocaust Wyrm that spends its movement (30’) running over a PC inflicts 15d6 fire damage. The Holocaust Wyrm has no physical force and so can not prevent movement of others – with the exception that the caster can climb atop it as a move action and ride it without harm, suspended 5’ above the ground.
Material Focus: Worm or snake stored in alcohol, eaten during casting.
Ioun Shield
Wizard 4
Transmutation
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Dur: 1 R/LV
Save: None
SR: No
This spell causes the gemstone material components to rise into the air and begin orbiting the caster in the same manner as the magic item Ioun Stones do, effecting 1 stone per 4 levels. While orbiting the caster, they provide a +2/stone deflection bonus to AC.
The caster can sacrifice a stone to make 2 rolls for any of his saves (as per the luck domain power.
The caster can focus a spell through a stone, destroying it but forcing the target to make 2 rolls for their save against that spell, taking the lesser of the 2 rolls.
Material Component: 1 Gem/4 LV, ea. 50+ GP.
Living Albemic
Wizard 5
Transmutation
Components: V S F
TTC: Full Round
Range: Personal
Target: Caster
Dur: 1 MIN/2 LV (Special)
Save: None (Special)
SR: No (Special)
For the duration of this spell, the caster is able to drink a single drop of a potion or elixir and gain the benefits as if he had consumed the entire contents. The caster can benefit from 1/3 LV of potions for the duration of this spell, an elixir is treated as a 4th LV potion. The duration of the potion or elixir is not limited by the duration of this spell. The effects of spells duplicated with potions are treated as if they had been cast at the caster’s LV rather then the level the potion was created at. The potion or elixir used in casting is unaffected.
Material Focus: Drop of potion(s) or Elixir(s) duplicated
Sucking Wound of the Earth
Wizard 7
Transmutation (Earth)
Components: V S F
TTC: Standard Action
Range: L (400’ + 40’/LV)
Area: 20’ or 30’ Radius
Dur: 5 R/LV
Save: Special
SR: No
This spell causes the earth to collapse in the area, forming a funnel shape as the earth pulls in on itself, the caster choosing a 20’ or 30’ radius. Creatures caught in the area of effect are allowed saves to avoid falling into the center, but even creatures that save are placed on the edge of the funnel and must struggle not to be pulled down into the center.
Creatures that fail the initial save fall into the center and must make Fortitude saves each round or else begin holding their breath to avoid drowning in the earth. This requires a full round action on the creature’s part as it struggles, otherwise it immediately begins to drown. Creatures able to fly but are caught in the center are allowed a Reflex save instead of Fortitude – if made they fly out of the funnel. If the roll is failed, they make a Fortitude save that round.
Creatures that move into the area of effect or made their initial save are allowed a free 5’ move and are instead holding onto the side of the funnel. Each round the creature is allowed to make a climb check to climb 5’ up. If the climb check fails by 5+ or no climb check was attempted, the creature moves 5’ towards the center of the funnel. Once a creature reaches the center, they begin making Fortitude saves to avoid its effects. A creature clinging to the side but has flying may instead make a normal move out of the area of effect.
The caster has no immunity to this spells effect.
Material Focus: Dried Ant Lion
B
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
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