Aqueous Orb (Sorcerer/Wizard Spell): Difference between revisions

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{{Template:Spell
{{Template:WizardSpell


<!-- Spell Level -->
<!-- Spell Level -->
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| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}}
| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}}
| Druid|3
| Druid|
}}</onlyinclude>
}}</onlyinclude>


| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin|
| Paladin|
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| Pariah=<onlyinclude>{{#ifeq:{{{transcludesection|Pariah}}}
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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[Conjuration]]
| School|[[Enchantment]]
}}</onlyinclude> (creation)
}}</onlyinclude>  
::'''''Bloodline:''''' [[aquatic Bloodline|aquatic]] 3
::'''''Elemental School:''''' [[water (Arcane School)|water]] 3


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
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| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S, M
| Components|V, S, M
}}</onlyinclude> (a drop of water and a glass bead)
}}</onlyinclude> (A drop of water inside a tiny glass bead, worth 1 gp.)


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
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| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|1 rnd/lvl
| Duration|Encounter
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
   <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|[[REFL]] negates
| Save|ReflHalf
   <!-- Values: None,  
   <!-- Values: None,  
       FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,  
       FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,  
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| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
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| Save-DC|
| Save-DC|Weak
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
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| Lays-Charge|Y
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| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|no
| SR|Y
   <!-- Values: Y, or leave blank -->
   <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


| Description = You create a rolling sphere of churning water that can engulf those it strikes. The ''Aqueous Orb'' can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as [[Dispel Magic (Spell)]] against magical fires as long as those fires are size Large or less.
| Description = You make broad, circular gestures, water gushing from your hands as you swirl into existence a huge, surging, swirling globe of water, ten feet in diameter.
 
: Once called into existence, in an open square adjacent to your space, you may expend a move action to command the aqueous orb to roll in whichever direction you point and drench all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not drench the caster upon creation, although it is wise to move it quickly away.)  It can also be commanded to geyser (requiring a standard action) in a bursting gush of water, affecting all creatures within ten feet of its space (a 6 x 6 square space, centered on the orb). When commanded to geyser it inflicts {{circle|3}} of {{dmg|winded}} damage, with a saving throw as above for half damage. Bursting in this fashion does not end the spell.
 
: It moves 30 feet per Move action the caster expends, using either Walk or [[Swim]] as its movement type, in any combination desired. As part of this movement, it can travel freely into water or similar fluids. If it enters a space adjacent to a creature, it deals 3d6 points of {{dmg|buffeting}} damage to that creature, though a successful save as defined above halves that damage.
 
: If not directed to move, the sphere stays at rest and buffets any creatures who moves adjacent to it, once per round per creature.
 
: It occupies a space as a creature does, and can be moved around by Combat maneuver checks, and its space can be entered (at the cost of being buffeted) through normal means such as Overruns or Clamber.  It is not a creature or an ally, does not flank or make attacks of opportunity, and cannot be targeted for buff or debuff effects.  The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its buffeting motion.  


: Any creature in the path of the ''Aqueous Orb'' takes 2d6 points of [[Non-Lethal Damage]]. A successful [[REFL]] save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the ''Aqueous Orb'' and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the ''Aqueous Orb'' but are considered [[entangled]] by its churning currents, takes 2d6 points of Non-Lethal Damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new [[REFL]] save each round to escape into a random square adjacent to the ''Aqueous Orb''. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.
: The Aqueous Orb is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the Sphere is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. An ''Aqueous Orb'' winks out if it exceeds the spell's range.


: The sphere moves as long as you actively direct it (a [[move action]] for you); otherwise, it merely stays at rest and churns in place. An ''Aqueous Orb'' stops if it moves outside the spell's range.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Creates rolling sphere of water.
| ShortDesc|Rolling ball of water deals [[Buffeting]] or [[Winded]] Damage.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|N
| Reviewed|Y
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" -->
}}</onlyinclude>
}}</onlyinclude>
}}
}}

Latest revision as of 20:19, 7 June 2019

Level: Sorcerer/Wizard 3
School: Enchantment

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A drop of water inside a tiny glass bead, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 10-ft.-diameter sphere
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You make broad, circular gestures, water gushing from your hands as you swirl into existence a huge, surging, swirling globe of water, ten feet in diameter.
Once called into existence, in an open square adjacent to your space, you may expend a move action to command the aqueous orb to roll in whichever direction you point and drench all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not drench the caster upon creation, although it is wise to move it quickly away.) It can also be commanded to geyser (requiring a standard action) in a bursting gush of water, affecting all creatures within ten feet of its space (a 6 x 6 square space, centered on the orb). When commanded to geyser it inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of winded (physical, uncommon) damage, with a saving throw as above for half damage. Bursting in this fashion does not end the spell.
It moves 30 feet per Move action the caster expends, using either Walk or Swim as its movement type, in any combination desired. As part of this movement, it can travel freely into water or similar fluids. If it enters a space adjacent to a creature, it deals 3d6 points of buffeting (physical, uncommon) damage to that creature, though a successful save as defined above halves that damage.
If not directed to move, the sphere stays at rest and buffets any creatures who moves adjacent to it, once per round per creature.
It occupies a space as a creature does, and can be moved around by Combat maneuver checks, and its space can be entered (at the cost of being buffeted) through normal means such as Overruns or Clamber. It is not a creature or an ally, does not flank or make attacks of opportunity, and cannot be targeted for buff or debuff effects. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its buffeting motion.
The Aqueous Orb is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the Sphere is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. An Aqueous Orb winks out if it exceeds the spell's range.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30