Freezing Sphere (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 6
School: Enchantment
Subdomain: ice 7
Elemental School: water 6

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, F (A small crystal sphere, worth 1 gp.)

Effect

Range: Long (200 ft. + 20 ft./lvl)
Target or Area: all creatures in target area (friend or foe), in a 30 foot radius around a target square (a 13 x 13 square space)
Duration: Instantaneous
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You invoke passages from the Tome of Winter, rolling a small crystal sphere over and through your fingers with absent skill. As you speak, the area you have chosen, to which you have line of sight and line of effect, seems to fall into a freezing twilight. The light grows blue, all surfaces shimmer with frost, and the air grows razor sharp with the bite of cold. The border of this area is sharply outlined, a vast sphere within which, Dark Night reigns.
Freezing Sphere flash-freezes everything wholly or partially in a location you select, dealing (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of cold (energy, common) damage. Creature are allowed a saving throw as described above for half damage.
If the Freezing Sphere contains wholly or partly a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in all squares within the effect. This will allow the use of Walk on the ice for as long as it persists. This ice lasts until the end of the caster's next encounter. Attempts to melt it earlier are left to the GM to adjudicate. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a Maneuver Offense roll against the casters Maneuver Defense in order to break free.



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