Showing posts with label Acid. Show all posts
Showing posts with label Acid. Show all posts

Sunday, June 9, 2019

Campaign Design - Bloodlines: Brown Sûl-Blooded

Brown Sûl-Blooded
(adapted from Unearthed Arcana)

Many of Kælleßin's brood make their lairs on the sandy deserts and plains of Ilkeas or the At'viras Steppes, and many of them form alliances with the tribes that live there. Sometimes these alliances produce offspring who often share the brown dragon's ill-temper and bear a brutish appearance. For some nomadic tribes, descent from a brown dragon is a mark of leadership, and being descended from (or being able to at least make the claim that one is descended from Kæleßin is a requirement for being recognized as a legitimate chieftain.

Brown Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Brown Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Survival checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Brown Sûl affinity +21Tremorsense, 60 feet (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with brown dragons and other creatures descended from brown dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 If you gain tremorsense from another source (such as from levels in the dragon shaman or sorcerer classes), the range of your existing tremorsense is increased by 60 feet.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Brown Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select brown dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Brown Sûl-Blooded dragon shaman must choose the Brown Sûl Totem.

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Sunday, May 19, 2019

Campaign Design - Bloodlines: Green Sûl-Blooded

Green Sûl-Blooded
(adapted from Unearthed Arcana)

In certain rare instances, those of Druaglish's brood have been known to take control of (rather than simply devour) small enclaves of forest-dwelling humanoids. Some of those humanoids later give birth to half-dragon offspring, creating bloodlines that last centuries. descendants of green dragons are often voracious and belligerent, picking fights with little or no provocation.

Green Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Move Silently checks
4th
+2 on Move Silently checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Green Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Bluff checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Green Sûl affinity +21Water Breathing (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with green dragons and other creatures descended from green dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 You can breathe underwater indefinitely and can freely use special abilities while submerged.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Green Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select green dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Green Sûl-Blooded dragon shaman must choose the Green Sûl Totem.

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Campaign Design - Bloodlines: Copper Sûl-Blooded

Copper Sûl-Blooded
(adapted from Unearthed Arcana)

When the playful Reginberaht found a like-minded creature, a long-term friendship was often struck. The result of such relationships gave rise to many long lines of dragon-blooded individuals. Such characters often share the copper dragon's incorrigible nature, but may also be a bit miserly.

Copper Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Perform checks
4th
+2 on Perform checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Copper Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Bluff checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Copper Sûl affinity +21Spider climb, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with copper dragons and other creatures descended from copper dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Copper Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select copper dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Copper Sûl-Blooded dragon shaman must choose the Copper Sûl Totem.

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Saturday, May 18, 2019

Campaign Design - Bloodlines: Black Sûl-Blooded

Black Sûl-Blooded
(adapted from Unearthed Arcana)

The descendants of Tighærnach occasionally make a close "alliance" with a like-minded humanoid and that can lead to a black dragon bloodline. A character with this bloodline shares his ancestor's cunning and malevolence, and may have a sunken, almost skeletal appearance to his face.

Black Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Swim checks
4th
+2 on Swim checksSkill Augmentation (Listen and Spot)
6th
Strength +1
8th
Skill Augmentation (Listen and Spot)Acid resistance 5 (Ex)2
10th
Black Sûl affinity +21
12th
Strength +1+1 to natural armor
14th
+2 on Hide checks
16th
Acid resistance 5 (Ex)2Acid resistance 10 (Ex)2
18th
Constitution +1
20th
Black Sûl affinity +21Water Breathing (Ex)3
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with black dragons and other creatures descended from black dragons, including others with this bloodline.
2 If you gain acid resistance from another source (such as from levels in the dragon shaman or sorcerer classes), this ability becomes the ability to bestow acid resistance of the indicated strength upon your allies within 30 feet. This ability requires a swift action to use, lasts for one round for each of your character levels, and is usable once per day.
3 You can breathe underwater indefinitely and can freely use special abilities while submerged.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Black Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select black dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Black Sûl-Blooded dragon shaman must choose the Black Sûl Totem.

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Sunday, January 2, 2011

Campaign Design - Spells: Brittle

Brittle (from School of Evocation)
Evocation [Acid]

Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: Permanent
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

Upon casting this spell, a targeted object is instantly subjected to a fast-acting acid vapor that makes the object brittle. The hardness of the targeted object is reduced by 1d3 points per caster level (maximum 10d3). This spell does not affect the object's actual hit points and an object reduced to a hardness of 0 is not destroyed.

Alternatively, this spell may be applied to reduce the Break check DC of an object. When used in this manner, the DC of the Break check is reduced by 1d4 per caster level (maximum 10d4). Again, the object is not destroyed even if the Break check DC is reduced to 0.

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Campaign Design - Spells: Acid Form

Acid Form (from Hammer & Helm: A Guidebook to Dwarves)
Transmutation (Acid)

Level: Druid/Spirit Shaman 4, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

Your body transforms into a thick, acidic gel. You retain your basic body shape and mobility.

While transformed you are immune to acid damage. You may make melee touch attacks that deal 1d6 acid damage, or you may make an unarmed melee attack that deals 1d6 points of acid damage in addition to your normal unarmed damage. Your unarmed melee attacks do not provoke attacks of opportunity while you are affected by acid form. Any creature grappling you takes 1d6 points of acid damage each round in addition to damage from any other attacks. As a standard action, you may shoot a jet of acid to a distance of 20 feet. This is a ranged touch attack that deals 2d6 points of acid damage to the target struck.

Made of a resilient but malleable gel, you gain a +10 circumstance bonus to Escape Artist checks and to checks made to escape a grapple. Weapons affect you normally, but creatures using natural or unarmed attacks suffer 1d3 points of acid damage each time they hit you.

Your equipment is subsumed into your new form for the duration of the spell and provides no benefit to you. Objects you pick up while transformed take 1d6 points of acid damage each round. You may not cast spells while transformed.

Material component: A flask of acid costing 10 shillings.

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Campaign Design - Spells: Acid Deluge

Acid Deluge (from School of Evocation)
Evocation (Acid)

Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

A large wave of acid rushes forth from the caster's hands dealing 1d6 points of acid damage per level to the target (maximum 20d6). In addition to the acid damage, the rushing wave is treated as a bull rush attempt with a +16 bonus on the Strength check (+10 for Strength, +4 for Large size, and a +2 charging bonus, which the wave always gets). The wave always moves with the opponent to push it back the full distance alowed, and it has no speed limit. If the target is pushed against a wall or other solid surface, it suffers and additional (1d6 + 10) points of bludgeoning damage.

Material component: An ounce of salt water.

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Campaign Design - Spells: Call Energy

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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Campaign Design - Spells: Venomfire

Venomfire (from Serpent Kingdoms)
Transmutation [Acid]

Level: Cleric/Favored Soul 3, Druid/Spirit Shaman 3, Ranger 4
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: Yes (harmless)

You cause the subject's venom to become caustic, dealing an additional 1d6 points of acid damage per caster level with each use. This spell has no effect on creatures that do not normally produce poison.

Material component: A drop of acid.

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Campaign Design - Spells: Acid Burst

Acid Burst (from School of Evocation)
Evocation (Acid)

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

Globules of acid fly forth from a fixed point in space. The globules fly in all directions, hitting everything within the burst area. The acidic globules deal 1d6 points of acid damage per caster level to all creatures caught in the area of effect on the first round (to a maximum of 10d6 point of acid damage). On the second round, affected creatures suffer 1 additional point of damage per caster level unless the acid has been washed off (maximum 10 points of additional damage).

Material component: A slice of citrus fruit.

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Campaign Design - Spells: Acid Spittle

Acid Spittle (from Relics & Rituals)
Transmutation [Acid]

Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: One creature
Duration: Until discharged, up to one hour per caster level
Saving Throw: Reflex half
Spell Resistance: No

The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent. After pronouncing the verbal component, the caster drinks the wine, which completes the casting of the spell. The wine is concentrated and transformed into acid by the spell as it goes down the caster's throat. The caster is protected from it for 1 hour per caster level, but if the caster has not spit it out by then, it will do maximum damage to him (with no saving throw) unless the caster is otherwise protected from acid. The caster may spit the acid as a standard action at any time during the spell's duration as a grenade-like weapon at an opponent within 10 feet using a ranged touch attack. A target struck by the acid takes 1d6 points of acid damage plus 1 point per caster level (to a maximum of +20). The target may make a Reflex save for half damage. Anyone within 5 feet of whether the acid glob strikes takes 1 point of acid damage +1 additional point per two caster levels (to a maximum of +10 damage). A successful Reflex save halves this damage.

A caster may not have more than one dose of acid spittle stored in their stomach for discharge at once.

Material component: Sixteen ounces of any sort of wine, to be consumed by the caster upon casting the spell.

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Campaign Design - Spells: Dragon's Breath

Dragon's Breath (from Relics & Rituals)
Evocation [Acid, Cold, Electricity, Fire]

Level: Sorcerer/Wizard 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cone or Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Dragon's breath allows the caster to spew forth a breath attack similar in nature to that of a dragon's breath weapon. There are five different forms of the spell, though the wizard need prepare the spell only once and choose the variety of breath attack at the time of casting. Each form requires different material components to successfully cast, while none o the versions require somatic components of any sort.

A character under the effect of a dragon's breath spell may breath a cone of fire, cold, or corrosive gas, or a stream of acid of lightning. The attack inflicts 1d6 points of damage per caster level (maximum 10d6) to all creatures within the attack's area of effect. The caster need not expel the entire attack at once. For example, a 10th level caster could breathe two 5d6 cones of fire, or one 10d6 cone, or five 2d6 cones. If a round passes with no attack, the remainder of the spell's effect is lost.

Material component: A small amount of dragon's blood corresponding to the breath type being used. The blood is mixed with another component appropriate to the breath type: Oil for fire, acid for acid, a frozen liquid for cold, liquid chlorine for corrosive gas and melted copper for electricity. The mixture is drunk on casting, causing the caster to lose one hit point (no save) for every die of damage inflicted by the spell.

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Campaign Design - Spells: Flaming Corrosion

Flaming Corrosion (from the Book of Eldritch Might)
Evocation [Fire, Acid]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You blast from your hand a cone of burning acid that inflicts 1d6 points of damage per caster level (maximum 10d6). Half the damage is fire damage, and half is acid damage. Further, you can designate one creature in the area that gets particularly doused in the dangerous gout of liquid. That creature must make another Reflex saving throw. If either save sails, that creature sustains full damage.

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Campaign Design - Spells: Elemental Shroud

Elemental Shroud (from The Book of Eldritch Might)
Necromancy [Acid, Cold, Electricity, Fire, Sonic]

Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Up to one animated dead creature per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cover undead creatures that you have animated with a shroud of energy. This energy can be whatever type you wish: Acid, cold, electricity, fire, or sonic. Fire shrouds appear to be molten and burning; cold shrouds are icy blue and glistening; acid shrouds drip with dark bubbling effluvium; electrical shrouds appear to be sparks falling from the creature and arcs of electricity coursing across its body; and sonic shrouds appear as a distortion in the air accompanied by a shrill shriek. The undead is granted +2 turn resistance, +2 natural armor, and inflicts an additional +1d6 points of elemental damage of whatever type is appropriate to the shroud when it strikes a foe. It also inflicts 1d6 points of such elemental damage when it is touched or when struck by natural weapons.

An undead creature may have only one elemental shroud cast upon it at one time. The spell becomes an acid, cold, electricity, fire, or sonic spell depending on which element is chosen for the shroud.

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Campaign Design - Spells: Acidic Curse

Acidic Curse (from the Book of Eldritch Might)
Evocation [Acid]

Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature with eyes
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause a victim's eyes to burst with acid, inflicting 1d6 points of acid damage and blinding the target for 1d4 rounds. Creatures who do not suffer damage from the acid (due to a successful saving throw, an immunity, or a spell granting resistance) are not blinded.

Arcane material component: A bit of ragweed.

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Campaign Design - Spells: Acid Fount

Acid Fount (from School of Evocation)
Evocation (Acid)

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Fountain of acid 15-foot radius; 30 feet high
Duration: Concentration + 1 round per caster level
Saving Throw: See text
Spell Resistance: Yes

An immobile fountain of acid erupts from the earth, splashing creatures near it. The fountain sprays acid that deals 1d6 points of acid damage to creatures within 10 feet of the fountain, and 2d6 points of acid damage to those that pass between 10 and 30 feet of the fountain (no save allowed). The fountain deals this damage when it appears and each round that a creature enters or remains in the area. In addition, the fountain deals 2d8 points of acid damage +1 per caster level (maximum +20) to any creature that passes through it. If the caster evokes the fountain so that it appears where creatures are, each creature takes damage as if passing through the fountain. A creature that makes a successful Reflex save suffers only half damage from passing through the fountain.

Material component: A pinch of dirt and a drop of pig's blood.

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Campaign Design - Spells: Venom Bolt

Venom Bolt (from Serpent Kingdoms)
Evocation [Acid]

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 100 feet
Target, Effect, or Area: 100-foot line
Duration: Instantaneous
Saving Throw: Reflex half, Fortitude partial (see text)
Spell Resistance: Yes

You release a beam of fell energy from your eye, mouth, fingertips, or tail tip that travels in a straight line. Every creature in its path takes 2d8 points of acid damage even though the beam is not actually composed of any acidic substance. A successful Reflex save halves this damage.

Furthermore, every creature in the path of the venom bolt must also make a successful Fortitude save or by paralyzed for 1d4+1 rounds. Success means the character is slowed for 1 round. Creatures do not block the beam, but walls and other solid barriers do.

Yuan-ti and their creations are immune to the effects of this spell, as are creatures with the Snake Blood feat. Other scaled ones are immune to the paralysis effect and need not save against it.

Material component: A drop of venom from any sort of poisonous snake.

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Campaign Design - Spells: Knavescour

Knavescour (from the Book of Eldritch Might II)
Abjuration [Acid]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target, Effect, or Area: One object per caster level
Duration: 1 day per caster level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

A particularly useful foil for thieves, knavescour allows you to designate one object per caster level (maximum 10). You must touch the objects at the time of casting, and again once per day to maintain the spell. If anyone intentionally touches any of these objects without your spoken permission, this spell causes the objects to spray corrosive energy at the creature that deals 1d6 points of acid damage per caster level (maximum 10 d6). After this discharge, the object becomes safe for anyone to handle and the other objects retain diminished protection. The second object touched without your permission deals one less die of damage than the first. The third deals two dice less damage than the first, and so on.

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Campaign Design - Spells: Caustic Halo

Caustic Halo (from School of Evocation)
Evocation [Acid]

Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell creates a pungent, acidic cloud around the eyes and face of the target. The acid temporarily overwhelms the target's senses of sight, taste, and smell. The target of this spell is blinded for one round. In addition, the target's senses of taste and smell, including the Scent ability (if possessed) are negated for one round.

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Campaign Design - Spells: Brutal Seething Surge

Brutal Seething Surge (from the Book of Eldritch Might II)
Evocation [Acid]

Level: Sorcerer/Wizard 3
Components: S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature or object touched
Duration: Permanent until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

By welling up corrosive power within your hand, you turn yourself into a powerful weapon, capable of a vicious touch attack. Your touch inflicts 1d8 points of acid damage plus 1 point per caster level. The victim must make a Fortitude save or become dazed for 1d3 rounds, unable to take any actions other than self-defense. You can make a total of one successful touch attack per level (successful in that you touch the subject - not dependent upon actually inflicting damage or dazing the target). You are still limited by your own total number of attacks per round.

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