Tsunami (Sorcerer/Wizard Spell): Difference between revisions

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{{Template:Spell
{{Template:WizardSpell


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| Druid|9
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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
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| School|[[Conjuration]]
| School|[[Conjuration]]
}}</onlyinclude> (creation) [[Spells#.5BDescriptor.5D|[water]]]
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:::'''''Subdomain:''''' [[oceans Subdomain|oceans]] 9
 
::'''''Elemental School:''''' [[water (Arcane School)|water]] 9


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| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
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| Components|V, S
| Components|V, S, M
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}}</onlyinclude> (A handful of purified sea salt, worth 1gp.)


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| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
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| Target|10-ft.-deep wave 10 ft. wide/lvl and 2 ft. tall/lvl
| Target|See Below
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| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|5 rounds
| Duration|1Round
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| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
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| Save|see text
| Save|ReflHalf
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| Save-DC|Weak
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| SR|no
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   <!-- Values: Y, or leave blank -->
   <!-- Values: Y, or leave blank -->
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| Description = You create a massive wave of water that then moves in a straight line across water or land - you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round - on land or underwater, the wave travels at a speed of 30 feet per round.
| Description = You chant slowly, the rhythm of your words matching the susurrus of the surf, a handful of salt trickling from your fingers.  As you cast, a gigantic rush of water surges up from the ground (or other surface suitable to Walk on) beneath your feet, lifting you on it's eager swell, your robes and hair billowing in the cool water.
 
: As you cast this spell, you create a massive wave of water that surges up from the surface beneath your feet.  This water is ten feet thick, extends to both sides of your space for 4 squares in each direction, and is the same height as it is width.  It is thus nine squares wide and tall (ten if you are size Large) and extends in any straight line you wish.  Note that this area conforms to walls and other Blocked spaces, and may be created as considerably smaller. A long, ten foot wide by ten foot tall corridor with no obstacles in it is a truly exciting place for a Tsunami, for example.
 
: Once created, it then sweeps forward in a crashing crescendo of spray and foam, moving any distance you wish to the limit of the spell's range.  (See above.) Any blocked square in the path narrows the wave by that width: Surging around a two-space-wide stone bridge abutment makes the wave two squares narrower. Trees or other blocked squares small enough to 'cut the corner' to move around them do not lower the size of the wave, however. The GM adjudicates all unusual cases. If used in confined spaces, this spell can have unusual and interesting results, so it is often reserved for large areas.
 
: All creatures may be swept up and carried along by the wave if they fail a Reflex saving throw as described above.  Allied creatures who are swept up are carried until the wave runs out of 'width' due to obstacles or the caster dismisses it, or the spell limit is reached.  Allies take no damage from this journey, although they will be thoroughly soaked...which has positives and negatives, depending upon circumstances.  Burning objects and squares are extinguished or cooled, lava will have a solid 'skin' on it, some creatures may have the [[burned]] condition removed, fiery creatures may take extra damage, steam may be created upon GM fiat, etc, etc.


: Creatures struck by a Tsunami take 8d6 points of [[Bludgeoning Damage]] (a [[FORT]] save halves this damage). In addition, the Tsunami makes a special [[Maneuver Offense]] check against any creature it strikes -the wave's [[Maneuver Defense]] is equal to your [[caster level]] + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave's size). If this Maneuver Offense check defeats a creature's Maneuver Defense, the creature is knocked [[prone]] and carried along by the wave. A creature carried along by a Tsunami can attempt to escape the wave on its turn as a [[standard action]] by making a Maneuver Offense or [[Movement (Swim)]] check opposed by the wave's Maneuver Offense check - if a creature fails to escape, it takes another 6d6 points of Bludgeoning Damage (FORT save for half) and continues being carried along by the wave.
: Enemy creatures who are struck by the wave take {{circle|6}} of {{dmg|crushing}} damage as they are struck by the wave and may be swept along. If they fail their saving throw as above, they take full damage and are Pushed 1d6 squares in the direction of the wave's travel. If they make their save, they take half damage and may remain in their space if they wish.


: Objects struck by a Tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of Bludgeoning Damage when a Tsunami passes through its spac - if this is enough to destroy the object or structure, the remains are carried along by the wave. [[Hardness]] does not reduce this damage, nor is it halved as damage dealt to objects normally is. [[Freedom of Movement (Spell)]] prevents a creature from being carried along by a Tsunami but does not prevent damage caused by it hitting a creature.
: Unattended objects struck by a Tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, are Blocked terrain and narrow the wave as above.  


: A solid barrier that is taller than the Tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.


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Latest revision as of 18:53, 29 June 2019

Level: Sorcerer/Wizard 9
School: Conjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A handful of purified sea salt, worth 1gp.)

Effect

Range: Long (200 ft. + 20 ft./lvl)
Target or Area: See Below
Duration: Until the start of your next turn
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You chant slowly, the rhythm of your words matching the susurrus of the surf, a handful of salt trickling from your fingers. As you cast, a gigantic rush of water surges up from the ground (or other surface suitable to Walk on) beneath your feet, lifting you on it's eager swell, your robes and hair billowing in the cool water.
As you cast this spell, you create a massive wave of water that surges up from the surface beneath your feet. This water is ten feet thick, extends to both sides of your space for 4 squares in each direction, and is the same height as it is width. It is thus nine squares wide and tall (ten if you are size Large) and extends in any straight line you wish. Note that this area conforms to walls and other Blocked spaces, and may be created as considerably smaller. A long, ten foot wide by ten foot tall corridor with no obstacles in it is a truly exciting place for a Tsunami, for example.
Once created, it then sweeps forward in a crashing crescendo of spray and foam, moving any distance you wish to the limit of the spell's range. (See above.) Any blocked square in the path narrows the wave by that width: Surging around a two-space-wide stone bridge abutment makes the wave two squares narrower. Trees or other blocked squares small enough to 'cut the corner' to move around them do not lower the size of the wave, however. The GM adjudicates all unusual cases. If used in confined spaces, this spell can have unusual and interesting results, so it is often reserved for large areas.
All creatures may be swept up and carried along by the wave if they fail a Reflex saving throw as described above. Allied creatures who are swept up are carried until the wave runs out of 'width' due to obstacles or the caster dismisses it, or the spell limit is reached. Allies take no damage from this journey, although they will be thoroughly soaked...which has positives and negatives, depending upon circumstances. Burning objects and squares are extinguished or cooled, lava will have a solid 'skin' on it, some creatures may have the burned condition removed, fiery creatures may take extra damage, steam may be created upon GM fiat, etc, etc.
Enemy creatures who are struck by the wave take (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of crushing (physical, common) damage as they are struck by the wave and may be swept along. If they fail their saving throw as above, they take full damage and are Pushed 1d6 squares in the direction of the wave's travel. If they make their save, they take half damage and may remain in their space if they wish.
Unattended objects struck by a Tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, are Blocked terrain and narrow the wave as above.
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