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Difference between revisions of "Spell: Forbidden Rain"

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Spell Resistance: no<br>
 
Spell Resistance: no<br>
  
With this spell, the witch creates a leaky boundary between the Realm of Shadows and the Wold itself, which manifests as rain of Woldsblood into the Wold itself, which falls for one round per level. Those within the rain (a cylinder) have to make a reflex save or take 1d12 Wisdom damage, with a save for half damage. In addition, those within the rain must make a Will save or be dazed for 1d12 rounds, or 1d4 rounds if they save. Each round that a creature ends his turn within the rain or passes through it requires two more saves. The rain of Woldsblood is not magical, and affects even creatures in an anti-magic field. Undead save vs this spell with a -5 penalty. Creatures that are soulless things, such as some constructs, fey, some outsiders, elementals, etc, are immune. to this spell if they are also immune to the effects of Woldsblood. Those within the rain gain partial cover.
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With this spell, the witch creates a leaky boundary between the Realm of Shadows and the Wold itself, which manifests as rain of Woldsblood, which falls for one round per level. Creatures within 50 feet of the rain must make a Will saving throw each round the rain falls or be dazed for that round. The saving throw DC is 10 + character level, because the great-souled are more vulnerable to the effect, and find it harder to resist. Those who start or end their turn within the rain, or who pass through it, must make the same Will saving throw each round (DC is 10 + character level), but in addition to the daze effect, failure also  inflicts 1d3 points of Wisdom and Constitution ability score damage, because Woldsblood tugs a soul out of its body. The rain evaporates back into the Realm of Shadows in one round. The rain of Woldsblood is not magical, and affects even creatures in an anti-magic field. Those within the rain gain partial cover.
 
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Casting this spell may draw the ire of Gargul or others who view Woldsblood as a sacred substance, if they find out about it.
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Revision as of 06:45, 5 July 2017

Conjuration (creation)
Level: Witch 9
Components: V, S
Casting Time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Area: cylinder (60-ft. radius, 30 ft. high)
Duration: 1 round per level
Saving Throw: see below
Spell Resistance: no

With this spell, the witch creates a leaky boundary between the Realm of Shadows and the Wold itself, which manifests as rain of Woldsblood, which falls for one round per level. Creatures within 50 feet of the rain must make a Will saving throw each round the rain falls or be dazed for that round. The saving throw DC is 10 + character level, because the great-souled are more vulnerable to the effect, and find it harder to resist. Those who start or end their turn within the rain, or who pass through it, must make the same Will saving throw each round (DC is 10 + character level), but in addition to the daze effect, failure also inflicts 1d3 points of Wisdom and Constitution ability score damage, because Woldsblood tugs a soul out of its body. The rain evaporates back into the Realm of Shadows in one round. The rain of Woldsblood is not magical, and affects even creatures in an anti-magic field. Those within the rain gain partial cover.