Difference between revisions of "Vitriolic Mist (Alchemist Extract)"

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| Description =This functions as [[Fire Shield (Alchemist Extract)|Fire Shield]], except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals {{circle|2}} of {{dmg|acid}} damage to attackers and protects you (Immune) against Acid Damage. This spell does not shed light.  
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| Description =This tangy and delicious extract functions as [[Fire Shield (Alchemist Extract)|Fire Shield]], except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals {{circle|4}} of {{dmg|acid}} damage to attackers and protects you (rendering you Immune) against Acid Damage. This spell does not shed light.  
  
 
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| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}

Latest revision as of 14:12, 12 October 2019

Level: Alchemist 6
School: Abjuration

Casting

Casting Time: Standard Action
Components: V, S, M (A piece of lemon rind in a runed vial, worth 1 gp.)

Effect

Range: Self
Target or Area: You
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: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This tangy and delicious extract functions as Fire Shield, except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals (Circle 4 damage): 1d6+1 points of damage per character level (max 12d6+12 at character level 12) of acid (energy, common) damage to attackers and protects you (rendering you Immune) against Acid Damage. This spell does not shed light.
This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.