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Thread: The Royal Artificery Society - IC

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    Titan in the Playground
     
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    Default Re: The Royal Artificery Society - IC

    Having finished her part of the violin design (at least for now) Shandara then turns her attention to the completion of her thesis. The report was all just about done, however she decided to refine the knowledge she had gathered (some from an accident that damaged the metal gratings in the lab) into a powerful combat spell.

    Drawing what she could from the appropriate runes needed for a permanent magic ring, she then deduced a more simple and non-permanent structure that was in effect, powered by the caster's will, and shaped by their gestures and intonations. For all intents and purposes, this was just another way of describing how a spell is cast in real time.

    However, while Shandara thought she understood it on a fundamental level, she did not feel confident enough to quickly pull all the necessary components off simultaneously, in a very short span of time. That is when perhaps a "friend" might come in handy. She recalled a halfling named Jay from the Midnight Guard who said she might be interested in some new spells to test out. Perhaps she was, in fact, skilled enough to pull off this spell?

    Spoiler: Shandara's Scalding Spray
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    Conjuration [Water]
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting time: 1 standard action
    Range: 30 ft.
    Area: 30-ft. line
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: No

    You release a powerful jet of scalding water aimed in a specific direction, which burns victims and deals physical damage. The first creature in the area takes 1d4 damage per caster level (maximum 8d4 or 16d4), half of which is considered fire damage, and the other half considered untyped physical damage and exploits vulnerability to briny water.

    If the creature succeeds on its reflex saving throw, then the jet of water continues down the line, attacking the next creature like it would have the first.

    If the creature does not succeed on its reflex saving throw, then it must make a Strength Check (equal to the DC of the spell). If the strength check fails, the creature falls prone and may be pushed 5 feet back and/or to the side. Then the spray of water continues on to the next target.

    If the creature succeeds on its Strength Check, the creature is not moved any more, nor does it fall prone, but it does suffer an extra 1d4 damage per caster level, and the line of damage ends with it. The creature can choose to to forgo its successful strength check and drop prone at its current location, but that means the line of damage continues, up to the spell's maximum range.

    Creatures that are small are pushed back twice the distance. Tiny creatures are pushed back four times the distance. For flying creatures, double that distance again.

    If the damage caused to an interposing barrier shatters or breaks through it, the jet may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Barriers which do not move (or break) are treated like creatures that succeed on their strength check and choose to receive more damage. However, even if the additional damage breaks the barrier, the effect is stopped.

    Arcane Material Component:
    A teaspoon of salt.


    While creating this spell, Shandara scribes a scroll of it and then makes a copy. She then considers if she should pay a random visit to the Midnight Guard.
    Last edited by WindStruck; 2023-08-08 at 06:05 PM.
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