Iron Sphere (from the
Advanced Player's Manual)
Conjuration (Creation)[Earth, Force]
Components: V, S, M
Casting Time: 1 standard action
Range: 0 feet
Target, Effect, or Area: One iron sphere in your palm
Duration: 1 minute per caster level or until expended (D)
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
You create a sphere of iron about the size of a walnut in your hand, which you can use to make a melee touch attack or throw as a splash weapon, making a ranged touch attack with a maximum range of 120 feet. If the sphere is wielded by any other creature, treat it as an improvised melee weapon (-4 nonproficiency penalty on attack rolls) or as a splash weapon with a range increment of 10 feet.
When the sphere hits (either as a ranged or melee attack), it breaks and releases a flash of iron splinters and magical force. The flash deals 1d4 points of damage per caster level to the target struct (maximum 15d4, half piercing damage, half force damage), while all creatures and objects in adjacent squares (including the target and the wielder if the wielder is not you) take 1 point of splash damage per die. Creatures within the splash area succeeding at a Reflex save take only half splash damage, but creatures struck directly are not allowed a saving throw against the sphere’s primary damage.
When the sphere bursts, creatures who fail their saves have all the metal possessions and objects they carry (whether ferrous or not) magnetized for 2d4 rounds. A creature wearing metal armor is entangled while the effect lasts, while a creature using metal weapons takes a -1 penalty on attack rolls so long as there is at least 10 pounds of metal on its person or within 5 feet of it (these penalties stack).
Material Component: A bit of lodestone.
Home Three Worlds Spell List
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