Sunday, January 2, 2011

Campaign Design - Spells: Pressure Sphere

Pressure Sphere (from Relics & Rituals)

Level: Druid/Spirit Shaman 3, Sorcerer/Wizard 3, Water 3
Components: S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 20-foot-radius sphere
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

When cast, pressure sphere's string spell component extends itself out from the caster's hand to the intended center of the spell's effect, which must be an area of water sufficiently large to contain the spell's effect. Once there, the caster yanks strongly on the string to produce the spell's effect. All creatures within a 20-foot radius of the string's endpoint must make a Fortitude save as the water pressure in that area increases dramatically. Those who fail take 1d6 points of damage per caster level (maximum 10d6). Those who succeed take only half damage. Those who fail to save and who are holding their breath are also forced to release their held breath. Incorporeal creatures and creatures from the elemental plane of water need not save, since they are immune to the effects of water pressure.

Material component: A length of string coated in wax.

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