Call Energy (
Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, see text)
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)
You open a momentary gate to one of the elemental planes, bringing forth a roiling mass of the associated elemental energy. The burst blocks line of sight. You can choose acid, cold, electricity, fire, or sonic energy. The spell becomes a spell of the chosen energy type. The sphere inflicts 1d6 points of that energy damage for every two caster levels to all targets within the area each round. Anyone who succeeds on a Reflex save suffers only half damage and is immediately moved to the nearest edge of the elemental burst.
The spell can be centered on a specific target. If it is, the target gets no initial Reflex save and must suffer the normal spell effect for the first round. In this case, spell resistance applies, and if successful, the
call energy is negated without manifesting at all.
Material Component: A gem worth 100 shillings and a two-inch square of silk of a color appropriate to the energy type called. This can be brown or green for acid; blue or white for cold; purple for electricity; orange, red, or yellow for fire; or clear or grey for sonic. The Dungeon Master may assign other colors at their discretion.
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