Storm Step (Sorcerer/Wizard Spell): Difference between revisions

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: You are able to harness the power of the storm to both damage your foes and transport yourself and allies a short distance.
: You are able to harness the power of the storm to both damage your foes and transport yourself and allies a short distance.


: This spell functions exactly as [[Call Lightning (Druid Spell)]], with the added function that you and up to {{targets|2}} allied creatures may teleport to appear within the affected spaces. You and all allied creatures to be teleported must fit into a space equal to the area of effect of the lighting bolt at the time of casting in order to be transported. (Namely, within a 2x2 space, or a 3x3 space at level 20,or a 4x4 space at level 30.) Unwilling allied creatures are allowed a save (defined above) to negate the teleport.
: This spell functions exactly as [[Call Lightning (Druid Spell)]], with the added function that you and up to {{targets|2}} allied creatures may teleport to appear within the affected spaces. You and all allied creatures (you and one ally to level 20, you and two allies above level 20) to be teleported must fit into a space equal to the area of effect of the lighting bolt at the time of casting in order to be transported. (Namely, within a 2x2 space, or a 3x3 space at level 20,or a 4x4 space at level 30.) Unwilling allied creatures are allowed a save (defined above) to negate the teleport.


: You appear the very instant after the lightning bolt crashes home, so you take no damage from this transport, although you will find yourself in close proximity to presumably unhappy enemies. When you teleport via this spell, you may choose to arrive in any open, unoccupied, unblocked space in the target area of effect. This means that you must choose your affected area carefully.  If you choose to have yourself or allies appear in unblocked, unoccupied, spaces that are above other creatures, if you cannot fly or otherwise legally occupy their space then you or your allies will fall into the target area, taking normal [[falling damage]], and may wind up inside target creatures spaces, Squeezing or becoming subject to internal flanking, depending upon the relative sizes of you and your foes. The GM adjudicates all unusual circumstances.
: You appear the very instant after the lightning bolt crashes home, so you take no damage from this transport, although you will find yourself in close proximity to presumably unhappy enemies. When you teleport via this spell, you may choose to arrive in any open, unoccupied, unblocked space in the target area of effect. This means that you must choose your affected area carefully.  If you choose to have yourself or allies appear in unblocked, unoccupied, spaces that are above other creatures, if you cannot fly or otherwise legally occupy their space then you or your allies will fall into the target area, taking normal [[falling damage]], and may wind up inside target creatures spaces, Squeezing or becoming subject to internal flanking, depending upon the relative sizes of you and your foes. The GM adjudicates all unusual circumstances.

Revision as of 20:59, 16 September 2019

Level: Sorcerer/Wizard 3
School: Conjuration (teleportation)

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A wool sock and a twig from a lightning-struck tree, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: all creatures in target area (friend or foe), plus Special (see below)
Duration: Instantaneous
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You present your demands to the feeble wellsprings of the so-called 'Natural World', stealing a march on the laws of Nature. The Green sends you lightning.
You are able to harness the power of the storm to both damage your foes and transport yourself and allies a short distance.
This spell functions exactly as Call Lightning (Druid Spell), with the added function that you and up to one target creature, plus one per 20 character levels (drop fractions; max 2 at level 20) allied creatures may teleport to appear within the affected spaces. You and all allied creatures (you and one ally to level 20, you and two allies above level 20) to be teleported must fit into a space equal to the area of effect of the lighting bolt at the time of casting in order to be transported. (Namely, within a 2x2 space, or a 3x3 space at level 20,or a 4x4 space at level 30.) Unwilling allied creatures are allowed a save (defined above) to negate the teleport.
You appear the very instant after the lightning bolt crashes home, so you take no damage from this transport, although you will find yourself in close proximity to presumably unhappy enemies. When you teleport via this spell, you may choose to arrive in any open, unoccupied, unblocked space in the target area of effect. This means that you must choose your affected area carefully. If you choose to have yourself or allies appear in unblocked, unoccupied, spaces that are above other creatures, if you cannot fly or otherwise legally occupy their space then you or your allies will fall into the target area, taking normal falling damage, and may wind up inside target creatures spaces, Squeezing or becoming subject to internal flanking, depending upon the relative sizes of you and your foes. The GM adjudicates all unusual circumstances.

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