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    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Channeling the power of the planes (with subsystem, WIP)

    Planar Mage formulas (Part 4):
    Spoiler
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    Winter's Embrace
    4th-level Evocation formula [Air, Cold, Water]
    Minimum Cost:
    4 A, 4 W
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level (maximum 1 minute)
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    Augmentation: Yes

    This formula covers the victim with sheets of ice and lumps of snow.

    If the subject succeeds on its Fortitude save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect.

    If the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round. On the subject's action each round, it can attempt a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of this formula, it becomes fatigued. The fourth time it takes damage from the same formula, it becomes exhausted.

    This formula counters and dispel the spell of the same name (described in Frostburn and reedited in the Spell Compendium), and vice-versa.

    Augmentation: For each 1 A and 1 W spent after the minimum cost, the duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Wrack Earth
    7th-level Evocation formula [Earth]
    Minimum Cost:
    7 E
    Range: 30 ft.
    Area: Line
    Duration: Instantaneous
    Saving Throw: Reflex half; see text
    Spell Resistance: No
    Augmentation: Yes

    You tap into the power of the Elemental Plane of Earth to cause a shockwave in the area.

    When you cast the formula, earth and stone blast upward in the affected area, smashing creatures and knocking them out of the way. This formula deals 14d6 points of bludgeoning damage to every creature it contacts and creates a 5-foot-wide mound of stone and rubble along the path of the line. Creatures within the area that fail their Reflex saves are moved to a random side of the rubble. The rubble created is difficult terrain that requires 2 squares of movement to enter. Creatures that succeed on their saving throws take half damage and are not moved by the mound of rubble.

    This formula counters and dispel the spell of the same name (described in Player's Handbook II), and vice-versa.

    Augmentation: For every 1 E spent on augmentation, this formula deals an additional 2d6 points of bludgeoning damage, its range increases by 5 feet, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.
    Last edited by Network; 2014-07-07 at 11:51 AM.
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