Sunday, January 2, 2011

Campaign Design - Spells: Dark Water

Dark Water (adapted from Relics & Rituals)
Necromancy

Level: Cleric/Favored Soul 6, Druid/Spirit Shaman 6, Sorcerer/Wizard 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 8 cubic feet of water per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes

The caster imbues a patch of water with negative energy for a limited time. Each action the caster spends concentrating on the dark water allows him to move the fetid liquid 10 feet through any greater body of water. The caster may take other action and come back to concentrate on moving the dark water as he pleases for the duration of the spell. On each of the caster's turns, the dark water will also be moved based on any current that exists within the larger body of water of which it is part.

Any other living creature that comes into contact with the dark water suffers 1d6 damage for every two levels of the caster (maximum 8d6) per round in contact with the stuff. A successful Fortitude save halves the damage taken. In addition, living creatures in contact with dark water for more than 10 rounds or that drink the vile liquid must make a Fortitude save of suffer one level of energy drain.

If cast upon a creature from the Elemental Plane of Water, that creature is instantly destroyed. A Fortitude saving throw negates this effect.

Arcane focus: The bone of an undead creature and two pieces of smoked glass.

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