Anabstercorian
First Post
Janeko's Quicksilver Shell
Transmutation
Level: Sor/Wiz 7
Components: V, S, M, F
Casting Time: 1 action
Range: 5 ft.
Area: 5 ft. radius emanation, centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a free-floating hollow shell of mercury that hovers around you, granting you a variety of useful abilities. In its rest state, this shell appears as a hollow five foot radius sphere with large portions missing, but larger casters might result in a shell that’s shaped more oddly. The shell has hardness 5 and can sustain 5 hit points of damage per caster level before being dispersed. You can mentally direct the shell as a free action once per round to do any of the following:
* You can direct the shell to return to its ‘rest state’ which gives you cover against attacks from all directions.
* The shell can give you total cover against a single foe, but you don’t have cover against any other foe.
* You can turn the shell in to a path of mercury beneath your feet to allow you to walk on open air as per the Air Walk spell, except that you are not adversely affected by winds any more than you would be on solid ground. This mode grants no cover.
* You can seal the shell completely, granting you total cover against all attacks. In this state the shell has no hardness and takes twice as much damage from all attacks, as well as giving you a -10 penalty to listen checks to hear outside the bubble and making sight impossible. The shell cannot be penetrated by gasses or liquids of any kind while in this state, but takes damage from unusually high or low pressure normally.
If you dismiss the spell before the duration is up, a proportional quantity of the material components are recovered in the focus and can be reused. This does not apply if the shell is dispersed.
Material Components: 50 gp worth of quicksilver with 100 gp worth of powdered lodestone mixed in to it.
Focus: A hollow glass sphere containing the material components.
Transmutation
Level: Sor/Wiz 7
Components: V, S, M, F
Casting Time: 1 action
Range: 5 ft.
Area: 5 ft. radius emanation, centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You create a free-floating hollow shell of mercury that hovers around you, granting you a variety of useful abilities. In its rest state, this shell appears as a hollow five foot radius sphere with large portions missing, but larger casters might result in a shell that’s shaped more oddly. The shell has hardness 5 and can sustain 5 hit points of damage per caster level before being dispersed. You can mentally direct the shell as a free action once per round to do any of the following:
* You can direct the shell to return to its ‘rest state’ which gives you cover against attacks from all directions.
* The shell can give you total cover against a single foe, but you don’t have cover against any other foe.
* You can turn the shell in to a path of mercury beneath your feet to allow you to walk on open air as per the Air Walk spell, except that you are not adversely affected by winds any more than you would be on solid ground. This mode grants no cover.
* You can seal the shell completely, granting you total cover against all attacks. In this state the shell has no hardness and takes twice as much damage from all attacks, as well as giving you a -10 penalty to listen checks to hear outside the bubble and making sight impossible. The shell cannot be penetrated by gasses or liquids of any kind while in this state, but takes damage from unusually high or low pressure normally.
If you dismiss the spell before the duration is up, a proportional quantity of the material components are recovered in the focus and can be reused. This does not apply if the shell is dispersed.
Material Components: 50 gp worth of quicksilver with 100 gp worth of powdered lodestone mixed in to it.
Focus: A hollow glass sphere containing the material components.
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