Difference between revisions of "Divine Spears (3.5e Spell)"

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|author_name=Leziad
 
|author_name=Leziad
 
|date_created=31st October 2019
 
|date_created=31st October 2019
|status=Finished
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|status=Complete
|balance=High
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|balance=High}}
}}
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<onlyinclude>{{3.5e Spell
 
<onlyinclude>{{3.5e Spell
 
|name=Divine Spears
 
|name=Divine Spears
 
|school=Evocation
 
|school=Evocation
 
|subschool=<!-- subschool of spell if any, name only; ex: Calling -->
 
|subschool=<!-- subschool of spell if any, name only; ex: Calling -->
|desc=
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|desc=Light
|lvl=Cleric 5
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|lvl=Cleric 4, Inquisitor 3
 
|comp=V, S, DF
 
|comp=V, S, DF
 
|casttime=1 Standard Action
 
|casttime=1 Standard Action
 
|range=120-ft.
 
|range=120-ft.
|dur=Instantaneous and 1 Round
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|dur=Instantaneous
 
|tsea=a
 
|tsea=a
 
|subj=120-ft. line
 
|subj=120-ft. line
|save=[[Reflex]] Half and Partial
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|save=[[Reflex]] Half
 
|sr=No
 
|sr=No
 
|summary=You summon a row of divine spears which pierce from the ground, impaling your foes.}}
 
|summary=You summon a row of divine spears which pierce from the ground, impaling your foes.}}
 
[[File:Divine Spears.png|200px|thumb|left|A knight falling victim to the spell.]]
 
[[File:Divine Spears.png|200px|thumb|left|A knight falling victim to the spell.]]
As you cast this spell you conjure several spears of light from the ground, the spears are 7 feet high and travel in a line alongside a solid surface (usually the ground) from the caster. The spears travel alongside a solid surface, including up stairs or on a wall, but not in the air.   
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As you cast this spell you conjure several spears of light from the ground, the spears are 7-feet high and travel in a line alongside a solid surface (usually the ground) from the caster. The spears travel alongside a solid surface, including up stairs or on a wall, but not in the air.   
 
 
Those caught in the area are dealt 1d8 magic piercing damage per caster level (max of 15d6) against all creatures within the area. All caught creatures are also impaled on the spears, falling [[SRD:Prone|Prone]] and becoming [[Immobilized (3.5e Condition)|Immobilized]] for 1 round. A successful [[Reflex]] save halves the damage and negate the impalement.
 
  
The spears are able to damage incorporeal foes as if they were [[SRD:Ghost Touch (Weapon Enhancement)|Ghost Touch]]. The damage dealt by this spell count as aligned with your alignment for the purpose of bypass damage reduction or regeneration.
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Those caught in the area are dealt 1d6 magic piercing damage per caster level (max of 15d6) against all creatures within the area and are made [[SRD:Prone|prone]]. A successful [[Reflex]] save halves the damage and negates the prone effect. The spears are able to damage incorporeal creatures as if they were [[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]]. The damage dealt by this spell counts as aligned with your aura (if any) for the purpose of bypass damage reduction or regeneration.
  
The spears last for 1 round, counting as difficult terrain as long as they remain, additionally if a creature fall upon them from a height they are dealt this spell's damage in addition to any falling damage they may receive.
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The spears remain for 1 round, counting as difficult terrain, additionally if a creature falls upon them from a height they are dealt an additional 2d6 piercing damage in addition to any falling damage they may receive.
  
 
''Focus:''  A spear fragment.
 
''Focus:''  A spear fragment.

Latest revision as of 04:51, 21 August 2024

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Author: Leziad (talk)
Date Created: 31st October 2019
Status: Complete
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Divine Spears
Evocation [Light]
Level: Cleric 4, Inquisitor 3
Components: V, S, DF
Casting time: 1 Standard Action
Range: 120-ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: No
A knight falling victim to the spell.

As you cast this spell you conjure several spears of light from the ground, the spears are 7-feet high and travel in a line alongside a solid surface (usually the ground) from the caster. The spears travel alongside a solid surface, including up stairs or on a wall, but not in the air.

Those caught in the area are dealt 1d6 magic piercing damage per caster level (max of 15d6) against all creatures within the area and are made prone. A successful Reflex save halves the damage and negates the prone effect. The spears are able to damage incorporeal creatures as if they were ghost touch. The damage dealt by this spell counts as aligned with your aura (if any) for the purpose of bypass damage reduction or regeneration.

The spears remain for 1 round, counting as difficult terrain, additionally if a creature falls upon them from a height they are dealt an additional 2d6 piercing damage in addition to any falling damage they may receive.

Focus: A spear fragment.



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Leziad's Homebrew (4525 Articles)
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Article BalanceHigh +
AuthorLeziad +
ComponentV +, S + and DF +
DescriptorLight +
Identifier3.5e Spell +
LevelCleric 4 + and Inquisitor 3 +
RangeOther +
RatingUndiscussed +
SchoolEvocation +
SummaryYou summon a row of divine spears which pierce from the ground, impaling your foes. +
TitleDivine Spears +