Telekinetic Sphere (Sorcerer/Wizard Spell): Difference between revisions

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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[Evocation]]
| School|[[Conjuration]]
}}</onlyinclude>  
}}</onlyinclude>  


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| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S, M
| Components|V, S, M
}}</onlyinclude> (a crystal sphere and a pair of small magnets)
}}</onlyinclude> (A crystal sphere, worth 1 gp.)


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


| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|1-ft.-diameter/lvl sphere, centered around creatures or objects
| Target|5-ft.-diameter sphere
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|1 min/lvl (D)
| 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 (object)
| Save|FortHalf
   <!-- 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}}}
| Save-DC=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC}}}
| Save-DC|
| Save-DC|Weak
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
   <!-- Values: None, Weak, Strong, Hybrid, or anything else -->
}}</onlyinclude>
}}</onlyinclude>
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| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|yes (object)
| SR|Y
   <!-- Values: Y, or leave blank -->
   <!-- Values: Y, or leave blank -->
}}</onlyinclude>
}}</onlyinclude>


| Description = This spell functions like [[Resilient Sphere (Spell)]], but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a ''Telekinetic Sphere'' weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per [[caster level]]) after the sphere has succeeded in encapsulating its contents.
| Description = You make broad, circular gestures, magical force from your hands compressing air into a dense flexible layer as you swirl into existence a large shimmering globe of densely resilient air, five feet in diameter.


: You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by [[concentration|concentrating]] on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a [[standard action]]), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration.
: Once called into existence, in an open square adjacent to your space, you may expend a move action to command the powerful sphere to move in whichever direction you point and scour all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not scour the caster upon creation, although it is wise to move it quickly away.)  It can also be commanded to blast (requiring a standard action) in a shattering burst of force, affecting all creatures within twenty-five feet of its space (an 11 x 11 square space, centered on the orb). When commanded to blast it inflicts {{circle|8}} of {{dmg|thundercrash}} damage, with a saving throw as above for half damage. Blasting in this fashion does not end the spell.


: The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
: It moves 60 feet per Move action the caster expends, using [[Greater Flight]] as its movement type. If it enters a space adjacent to a creature, it deals 10d6 points of {{dmg|scouring}} damage to that creature and knocks them [[Prone]], though a successful save as defined above halves that damage and reduces the condition to [[Quelled]].
 
: If not directed to move, the sphere stays at rest and scours 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 scoured) through normal means such as Overruns or Clamber.  The surface of the sphere feels firmly yielding, and so does not cause damage except by its scouring action.
 
: The Telekinetic Sphere 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. A ''Telekinetic Sphere'' dissipates immediately if it exceeds the spell's range.


: You can move the sphere telekinetically even if you are in it.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|As [[Resilient Sphere (Spell)]], but you move the sphere telekinetically.
| ShortDesc|Flying sphere of forceful air deals [[Scouring]] or [[Thundercrash]] Damage, and can knock creatures [[Prone]] or render them [[Quelled]].
}}</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>
}}

Revision as of 20:51, 6 December 2018

Level: Sorcerer/Wizard 8
School: Conjuration

Casting

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

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 5-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: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You make broad, circular gestures, magical force from your hands compressing air into a dense flexible layer as you swirl into existence a large shimmering globe of densely resilient air, five feet in diameter.
Once called into existence, in an open square adjacent to your space, you may expend a move action to command the powerful sphere to move in whichever direction you point and scour all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not scour the caster upon creation, although it is wise to move it quickly away.) It can also be commanded to blast (requiring a standard action) in a shattering burst of force, affecting all creatures within twenty-five feet of its space (an 11 x 11 square space, centered on the orb). When commanded to blast it inflicts (Circle 8 damage): 1d6+3 points of damage per character level (max 21d6+63 at character level 21) of thundercrash (energy, rare) damage, with a saving throw as above for half damage. Blasting in this fashion does not end the spell.
It moves 60 feet per Move action the caster expends, using Greater Flight as its movement type. If it enters a space adjacent to a creature, it deals 10d6 points of scouring (energy, uncommon) damage to that creature and knocks them Prone, though a successful save as defined above halves that damage and reduces the condition to Quelled.
If not directed to move, the sphere stays at rest and scours 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 scoured) through normal means such as Overruns or Clamber. The surface of the sphere feels firmly yielding, and so does not cause damage except by its scouring action.
The Telekinetic Sphere 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. A Telekinetic Sphere dissipates immediately if it exceeds the spell's range.



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