Sunday, January 2, 2011

Campaign Design - Spells: Sudden Wave

Sudden Wave (found in the Book of Eldritch Might II)
Transmutation

Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: A wave of water 20 feet high, 20 feet wide, and 3 feet thick
Duration: 1 round per 2 caster levels
Saving Throw: Reflex half
Spell Resistance: No

You summon a tall wave of sea water that immediately moves away from you along the ground at a speed of 50 feet (so it moves 100 feet in a given round). If party of the wave strikes a secured object that it does not destroy, that portion of the wave falls away harmlessly. In other words, the wave conforms to the shape of its surroundings. if the entire wave crashes into a solid barrier it cannot move or destroy (such as a wall), the water splashes to the ground and the wave stops. The wave leaves a light trail of seawater wherever it goes. A hole or fissure in the ground deeper than 20 feet causes the part of the wave that moves over it to collapse. A wave created in an area smaller than its normal size confirms immediately to the size allowed. So a Casting the spell in an area narrower than 10 feet in either height or width causes the spell to fail.

The wave deals 10d6 points of damage to anything it strikes as it moves. Creatures of Large size or small that tare struck and fail their Reflex saving throws must also make DC Strength checks or be swept along with the wave. Each round, those swept up in the wave can attempt a DC 20 Swim check to break free. Unattended, unsecured objects of large size or smaller automatically get swept along. Creatures carried along suffer no further damage unless the wave strikes a barrier. If a portion of the wave strikes such an object - something it cannot destroy or sweep along - while it is carrying one or more creatures, they each suffer 5d6 points of damage from the impact with a Reflex save for half damage. In addition, they have a 50% chance of being knocked out of the wave. if the entire wave strikes a barrier, all within the wave suffer 5d6 points of damage with no save. Given enough room, in the right circumstances, sudden wave can leave a swath of destruction unlike most other spells.

If the wave suffers at least 40 points of cold damage in 1 round, it freezes solid, becoming a wall of ice with the sudden wave's dimensions. Any creatures inside at that time are ejected. Otherwise, only spells that can stop it, such as wall of iron or wall of force, or completely destroy it, like disintegrate, have any effect. Physical attacks accomplish nothing. Fire elemental creatures suffer double damage from this spell. The wave douses nonmagical flames that are smaller than it.

Material component: An ounce of seawater.

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