Showing posts with label Radiation. Show all posts
Showing posts with label Radiation. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Radiate

Radiate (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 20-foot-radius-spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a ball of radioactive Black Flame energy that can be hurled at opponents, dealing 1d10 points of radiation damage per caster level (maximum 20d10) to all creatures in a 20-foot-radius area. Unattended objects also take this damage and get no save against this effect.

The ball of radioactive energy appears in the palm of your hand and you throw it, determining the range and height at the time of the throw. The blue-green ball then races out to the desired target location and explodes in a brilliant green-purple explosion, causing damage to everything within the area. if the ball collides with a physical barrier before it reaches its destination, the ball explodes prematurely, causing damage to the object struck and everything else within its 20-foot-radius explosion. Outsiders caught in the explosion take double damage from the blast.

Material component: A small shard of adamantine that is destroyed during casting.

Home     Three Worlds     Spell List

Campaign Design - Spells: Produce Radiation

Produce Radiation (adapted from the Complete Guide to Drow)
Evocation [Radiation]

Level: Blood Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Radiation in your palm
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You are able to harness and create balls of Black Flame radiation in your hand. The dim light given off by the radiation illuminates an area of up to 10 feet, and does not harm you, your open hand, or your equipment.

You can strike opponents with a melee touch attack, dealing 1d4 radiation damage plus 1 point per two caster levels (maximum +10). You can also hurl the radiation up to 120 feet as a thrown weapon. When doing this, you must make a ranged touch attack with no range penalty and deal the same damage as with the melee attack. If the duration permits, the radiation reappears in you hand after it is hurled.

Home     Three Worlds     Spell List

Campaign Design - Spells: Repel Radiation

Repel Radiation (adapted from the Complete Guide to Drow)
Abjuration [Radiation]

Level: Blood Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: 10-foot-radius emanation centered on you
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

Like repel wood, this spell creates waves of invisible and intangible energy that rool forth from you. All radiaactive elements or objects are pushed 10 feet away from you. Fixed radioactive objects larger than six inches in diameter and loose objects weighing more than 500 pounds are not affected by this spell. Anything else, including animated objects and creatures, is moved away from you.

Radioactive objects such as musteras armor and weapons are pushed back, dragging their bearers with them. Even magic items that have been enchanted with radioactive effects are repelled, although an antimagic field blocks the effects.

Home     Three Worlds     Spell List