29.5.07
Defenestrating Sphere
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
You evoke a cloudy gray sphere of whirling air and howling wind that hurls your enemies screaming into the sky. It flies at up to 30 feet per round and attacks the creature or object you indicate. You must succeed at a ranged touch attack to strike a creature with the sphere. The sphere stops moving for the round when you make an attack on a creature or object. You must actively direct the sphere on your action to move it to a new target; this requires a move action on your part. The sphere winks out if it exceeds the spell's range.
If you succeed with your ranged touch attack to strike a creature with the sphere, the target takes 3d6 damage from the battering power of the winds. Creatures of Medium size or smaller must succeed on a Fortitude saving throw or be knocked prone. Creatures who fall prone must then succeed on a second Fortitude save or be swept up into the sphere and expelled 1d8 x 10 feet straight up, falling 1d6 squares in a random direction from their original position. Falling damage applies normally. If some obstacle prevents the subject from reaching the height to which the sphere expelled him, he sustains 1d6 points of damage for every 10 feet of movement he was unable to complete (so a character hurled 50 feet up in a room with a 20-foot ceiling sustains 3d6 damage, and then falls from there).
The sphere may affect one creature or object per round, provided it is directed to a suitable target.
Material Component: A gray pearl worth no less than 100 gp.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment