[BETA-2] Ere-a Spells

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[BETA-2] Ere-a Spells

Postby Vaal » Thu Jun 16, 2016 11:14 am

World of Ere d20 – Magic – Arrays (Ere-a)

Tremor Field lvl. 1 Array
[Ere-a, Ground-based]
You create a tremor in the earth around you, unsettling adjacent creatures.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Self
Duration: Concentration (see text)

All squares adjacent to you become difficult terrain for the duration of the spell. All creatures in adjacent squares are considered flat-footed, cannot deal precision damage, and suffer a -2 to Concentration checks or any skill roll that involves moving through the square.

This effects moves with you.

This spell persists an additional round per 5 caster levels after you stop concentrating on it, though you can end the effect at any time.

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Raise Earthen Pillar lvl. 1 Array
[Ere-a, Ground-based]
A pillar of earth or stone erupts from the ground, tossing aside foes or blocking attacks.
SP: 3
Components: V, S
Casting Time: Standard Action or Reaction
Range: Close (25ft +5ft per 2 caster levels)

You call up a pillar of stone or earth from the ground in one square within range, making that square into a wall 5-foot-thick made of that material.

If cast as a standard action, you may target an occupied square. All creatures occupying that square may make a Reflex save to leap off into an adjacent square of their choice. Failure indicates they fall off, landing prone in a square of the caster's choice. If the square is occupied by an ally, you may raise the pillar slowly, allowing them to remain atop the pillar to no ill effect instead.

When cast as a standard action, you may raise an additional pillar per five caster levels.

If cast as a reaction, you may target only unoccupied squares. The raised pillar blocks both line of sight and line of effect. Any attack or effect that can no longer validly target one or more of its targets due to the presence of the pillar targets the pillar instead. If a line effect deals enough damage to destroy the pillar, it does so, then continues on as if the pillar wasn't there.

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Stonespike lvl. 1 Array
[Ere-a, Ground-based]
A finger of sharpened stone thrusts out of the ground to impale your foe.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Close (25ft +5ft par 2 caster levels)
Save: Reflex half

A spike of stone explodes from beneath one square within range. Creatures in that square must make a reflex save or take 1d8 +CHA modifier +caster level piercing damage. The targeted square becomes difficult terrain.

Special: You may cast this spell at any time you are allowed to use a ranged Basic Strike.

Affinity Bonuses

Ferif – The spike ignores 1 point of DR the target has per 3 caster levels.

Vin – A target that fail their save is pushed 1 square.

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Fortify lvl. 1 Array
[Ere-a, Ward]
You impart greater solidity to the target's flesh.
SP: 3
Components: S
Casting Time: Full Round
Range: Touch
Duration: 1 round +1 per 2 caster levels

The target touched gains DR 5/bludgeoning.

The DR increases to 10/bludgeoning at 9th level and 15/bludgeoning at 18th level.

Affinity Bonuses

Ferif – The DR granted by this effect is overcome by magic and bludgeoning rather then merely bludgeoning.

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Instant Pit lvl. 1 Array
[Ere-a, Ground-based]
At your command, the floor collapses into a deep pit.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels).
Save: Reflex negates.

The ground in a 10ft burst drops down instantly, leaving a pit 20ft deep. Creatures in the area of effect that fail their save immediately fall into the pit. Creatures that succeed on their save are repositioned to the nearest unoccupied space outside of the area of effect. If there is no unoccupied space, they fall into the pit.

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Smooth/Roughen Stone lvl. 1 Array
[Ere-a]
You touch a stone surface, causing it to become as smooth as worked blocks, or as rough as a ancient mountain.
SP: 3
Components: S
Casting Time: Full Round or Reaction
Range: Touch

If you cast this spell as a full-round action, you may alter a number of contiguous 5ft cubes of stone equal to 1 +1 per three caster levels, causing them to become smoother or more rough as is your choice. This smoothing can increase or reduce the Climb DC of an affected wall by 5 per 5 caster levels, cause the targeted area to permanently become difficult terrain, or make difficult terrain due to rocks or sand normal terrain..

If you cast this spell as a reaction, you may only alter a single 5ft cube of stone. Creatures actively climbing the affected surface without rope must roll a new climb check or fall.

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Stone's Throw lvl. 1 Array
[Ere-a, Ground-based]
You tear a piece of earth from the ground and hurt it at an enemy.
SP: 3
Components: S
Casting Time: Standard Action
Range: 30ft +5ft per 2 caster levels (increment)

A chunk of stone the size of a human head bursts from the ground or wall in the nearest unoccupied square and hurtles toward the target. Make a ranged attack roll. On a hit, the target takes 1d8 +1 per caster level bludgeoning damage.

This damage increases to 2d8 at 9th level and 3d8 at 18th level.

Special: You may cast this spell at any time you are allowed to use a ranged Basic Strike.

Affinity Bonuses

Ferif – The attack roll ignores the first 2 points of armor bonus to the target's AC and the first 2 points of the target's DR.

Vin – The damage die increases to d10 instead of d8 and that ranged attack roll has a +2 circumstance bonus to hit.


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Gravic Slide lvl. 1 Array
[Ere-a]
Tiny ripples in the ground allow you to slide across stone surfaces at high speed.
SP: 3
Components: S
Casting Time: Move Action
Range: Self
Duration: Instantaneous

Move 30ft +5ft per 3 caster levels. This movement is not reduced by difficult, hazardous or hindering terrain that is earth based.

This movement may only use squares containing stone, sand, clay or soil and only on horizontal surfaces.

At 9th level, this movement can be made on vertical surfaces as if the caster had a climb speed. At 18th level, this movement can be made across ceilings and overhangs.

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Re: [BETA-2] Ere-a Spells

Postby AVR » Fri Jun 17, 2016 4:15 am

Can an enemy choose not to make a reflex save and so remain atop an earthen pillar raised beneath them?

'If a line effect deals enough damage to destroy the pillar, it does so, then continues on as if the pillar wasn't there.' - unless you're reducing the HP of objects a lot, or there are some higher level line effects which do a couple orders of magnitude more damage than the spells I've seen so far, this can't actually happen.

Gravic Slide - if the effect relates to gravity maybe make it Gravitic Slide.
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Re: [BETA-2] Ere-a Spells

Postby Vaal » Fri Jun 17, 2016 11:05 am

Yeah, they can stay on. Probably should reflex not to fall prone onto it.

There are higher level spells, especially in vin that deal extra damage to objects.

You're right. I just misspelled it.
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