Sunday, January 2, 2011

Campaign Design - Spells: Bubbling Murk

Bubbling Murk (from Relics & Rituals: Excalibur)
Transmutation

Level: Druid/Spirit Shaman 7, Sorcerer/Wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Water in a volume of 10 feet per caster level by 10 feet per caster level by 2 feet per caster level
Duration: Concentration + 1 round per caster level
Saving Throw: None (see text)
Spell Resistance: No

This spell transforms a normal body of water into a pool of thick bubbling acid, blackish and opaque, and smelling of sulfur. Anyone splashed by the acid takes 1d6 points of damage per round; if totally immersed, the damage is 10d6 per round. If the acid only reaches to the waist, the damage is 5d6 per round. The murk is too thick to see through, and the fumes given off inflict 1 points of temporary Constitution damage on anyone close enough (Fortitude save DC 15 negates). Characters inhaling the fumes must make a second save 1 minute later or take another 1d4 points of temporary Constitution damage.

If the spell is cast on a body of running water such as a river, the effects last only two rounds before the acid is washed downstream and diffused into harmlessness.

Wizards frequently use this spell to alter the contents of a moat during a siege, while druids tend to use it as a trap for those invading their domain.

Material component: A small vial of acid.

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