Blade Snare (Sorcerer/Wizard Spell): Difference between revisions

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m (Text replacement - "\| Alchemist = (.*) \| Bard = (.*) \| Cleric = (.*) \| Druid = (.*) \| Paladin = (.*) \| Pariah = (.*) \| Ranger = (.*) \| Sorcerer\/Wizard = (.*) " to "| Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}} | Alchemist...)
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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|
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}}</onlyinclude>


| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin=<onlyinclude>{{#ifeq:{{{transcludesection|Paladin}}}
| Paladin|
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| Pariah=<onlyinclude>{{#ifeq:{{{transcludesection|Pariah}}}
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| Ranger=<onlyinclude>{{#ifeq:{{{transcludesection|Ranger}}}
| Ranger=<onlyinclude>{{#ifeq:{{{transcludesection|Ranger}}}
| Ranger|3
| Ranger|
}}</onlyinclude>
}}</onlyinclude>


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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[abjuration]]
| School|[[Abjuration]]
}}</onlyinclude>
}}</onlyinclude>


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime|1 [[standard action]]
| CastTime|Standard
  <!-- Values: Immediate, Standard, FullRound (full round), Ritual, or anything else. -->
}}</onlyinclude>
}}</onlyinclude>


| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S
| Components|V, S, M
}}</onlyinclude>
}}</onlyinclude> (A small blade carved or wood, bone, or metal, worth 1 gp.)


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range|personal
| Range|Self
  <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|you
| Target|{{targets|aoe}}, a 10 foot radius centered on the caster, typically a 5x5 area.
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|1 rnd/lvl
| Duration|1Round
  <!-- Values: Instant, Concentration, 1Round, Combat, Encounter, Day, Moon, Year, or anything else -->
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| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|none
| Save|ReflHalf
  <!-- Values: None,
      FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,
      ReflHalf, ReflNegates, HReflHalf, HReflNegates,
      WillHalf, WillNegates, HWillHalf, HWillNegates, or anything else
  -->
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| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC|
| Save-DC|Hybrid
  <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
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| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Charge}}}
| Lays-Charge|
| Lays-Charge|
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| Lays-Dual-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Dual-Charge}}}
| Lays-Dual-Charge=<onlyinclude>{{#ifeq:{{{transcludesection|Lays-Dual-Charge}}}
| Lays-Dual-Charge|
| Lays-Dual-Charge|
  <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


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


| Description = This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, attempt a . If your check succeeds, the field, as if magically affixed to your body. If your check fails, your opponent may retract its weapon.
| Description = You whistle, loud and shrill, then rattle out the phrases of this spell in a rapid patter. At the culmination of this spell, you drive a blade into the nearest surface, usually the ground beneath your feet. Blades explode from the ground or other surface around you, stabbing and snaring all creatures around you.


:If your the field, the opponent may release the weapon and move away from you. If your opponent attacked with a part of its body (such as a fist, a horn, a tail, etc.) or it attacked with a weapon but refuses to release it, your opponent gains the [[grappled]] condition. Because you are not using any part of your body to maintain control over your opponent, you do not gain the [[grappled]] condition.
: All creatures within ten feet of your space (usually a 5x5 square) suffer {{circle|3}} of {{dmg|slashing}} damage and are [[hindered]] by the blades damaging their motive limbs.  Affected creatures are allowed a save as defined above to reduce the damage by half, but the Hindered condition is not removed. Any creature which is not adjacent to a surface (wall, floor, ceiling, adjacent to a space Blocked by a pillar, etc.) is Immune to the effects of this spell.


:Once an opponents weapon is snared, you may attempt a new [[Caster Check]] against that opponents [[Maneuver Defense]] on each of your subsequent turns to maintain the [[grappled|grapple]]. This is a [[standard action]], during which you may make any of the usual [[grappled|grappling]] actions, but if you choose to [[pinned|pin]] the opponent, you gain the [[grappled]] condition as well. On your opponents turn, it may try to retract its weapon or limb by attempting a [[Maneuver Offense]] check or [[Escape Artist]] check, the DC of which is equal to the spells saving throw.
:While ''Blade Snare'' is active, you may make melee attacks and cast spells as normal, though you may not make ranged weapon attacks; the magic field thwarts such attacks. You may not ''Snare'' more than one limb or weapon in the field at a time. If you already have an opponents weapon or limb stuck in the field and you are hit by a second melee attack, you must choose which weapon or limb to snare. The other limb or weapon is unaffected by the spell.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted.
| ShortDesc|Blades damage and hinder all creatures around you.
}}</onlyinclude>
}}</onlyinclude>


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


}}
}}

Latest revision as of 23:16, 26 March 2019

Level: Sorcerer/Wizard 3
School: Abjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A small blade carved or wood, bone, or metal, worth 1 gp.)

Effect

Range: Self
Target or Area: all creatures in target area (friend or foe), a 10 foot radius centered on the caster, typically a 5x5 area.
Duration: Until the start of your next turn
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + 1/2 character level
Spell Resistance: Yes

Description

You whistle, loud and shrill, then rattle out the phrases of this spell in a rapid patter. At the culmination of this spell, you drive a blade into the nearest surface, usually the ground beneath your feet. Blades explode from the ground or other surface around you, stabbing and snaring all creatures around you.
All creatures within ten feet of your space (usually a 5x5 square) suffer (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of slashing (physical, common) damage and are hindered by the blades damaging their motive limbs. Affected creatures are allowed a save as defined above to reduce the damage by half, but the Hindered condition is not removed. Any creature which is not adjacent to a surface (wall, floor, ceiling, adjacent to a space Blocked by a pillar, etc.) is Immune to the effects of this spell.

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