Difference between revisions of "Guillotine (3.5e Spell)"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Created page with "{{author |author_name=ThunderGod Cid |date_created=June 20, 2011 |status=Complete }} <onlyinclude>{{3.5e Spell |name=Guillotine |school=Conjuration |subschool=Creation |desc= |l...")
 
m (Adding NavBoxes back.)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{{author
 
{{author
 
|author_name=ThunderGod Cid
 
|author_name=ThunderGod Cid
 +
|balance=Very High
 
|date_created=June 20, 2011
 
|date_created=June 20, 2011
 
|status=Complete
 
|status=Complete
Line 10: Line 11:
 
|subschool=Creation
 
|subschool=Creation
 
|desc=
 
|desc=
|lvl=Metal 8, Sorcerer/Wizard 8
+
|lvl=Cleric 8, Metal 8, Sorcerer/Wizard 8
 
|comp=V, S
 
|comp=V, S
 
|casttime=1 standard action
 
|casttime=1 standard action
|range=June 20, 2011
+
|range=Medium (100 ft. + 10 ft./level)
 
|dur=Instantaneous; see text
 
|dur=Instantaneous; see text
 
|tsea=t
 
|tsea=t
Line 22: Line 23:
 
}}
 
}}
  
Summoning an appropriately sized but always somewhat excessively large metal blade in the sky over your target, you let it fall to devastating effect in an attempt to slice your foe in twain. In addition to dealing 1d10 points of slashing or bludgeoning damage per caster level (based on your whim), the target of the spell is automatically knocked prone. While a successful Reflex save halves the damage dealt, it also avoids a worse fate. Failure on the saving throw results in the target creature being pinned under the guillotine, forcing them to make a successful Strength check (DC 1 this spell’s level + your caster level) in order to recover from the prone position.
+
Summoning an appropriately sized but always somewhat excessively large metal blade in the sky over your target, you let it fall to devastating effect in an attempt to slice your foe in twain. In addition to dealing 1d10 points of slashing or bludgeoning damage per caster level (based on your whim), the target of the spell is automatically knocked [[SRD:Prone|prone]]. While a successful [[SRD:Saving Throw#Reflex|Reflex]] save halves the damage dealt, it also avoids a worse fate. Failure on the saving throw results in the target creature being pinned under the guillotine, forcing them to make a successful [[SRD:Strength|Strength]] check (DC 18 + your caster level) in order to recover from the prone position.
  
 
Each failed attempt to make this Strength check deals half the original damage to the target, but not struggling forces them to remain prone as long as they are stuck underneath it. Another character may attempt to move the guillotine, but their doing so also deals damage regardless of whether or not the Strength check is successful. Once its target escapes, the guillotine disappears.
 
Each failed attempt to make this Strength check deals half the original damage to the target, but not struggling forces them to remain prone as long as they are stuck underneath it. Another character may attempt to move the guillotine, but their doing so also deals damage regardless of whether or not the Strength check is successful. Once its target escapes, the guillotine disappears.
Line 32: Line 33:
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Spell]]
 
[[Category:Spell]]
 +
 +
{{Navboxes}}

Latest revision as of 02:55, 19 September 2012

Homebrew.png
Author: ThunderGod Cid (talk)
Date Created: June 20, 2011
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article


Guillotine
Conjuration (Creation)
Level: Cleric 8, Metal 8, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

Summoning an appropriately sized but always somewhat excessively large metal blade in the sky over your target, you let it fall to devastating effect in an attempt to slice your foe in twain. In addition to dealing 1d10 points of slashing or bludgeoning damage per caster level (based on your whim), the target of the spell is automatically knocked prone. While a successful Reflex save halves the damage dealt, it also avoids a worse fate. Failure on the saving throw results in the target creature being pinned under the guillotine, forcing them to make a successful Strength check (DC 18 + your caster level) in order to recover from the prone position.

Each failed attempt to make this Strength check deals half the original damage to the target, but not struggling forces them to remain prone as long as they are stuck underneath it. Another character may attempt to move the guillotine, but their doing so also deals damage regardless of whether or not the Strength check is successful. Once its target escapes, the guillotine disappears.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard


ThunderGod Cid's Homebrew (374 Articles)
ThunderGod Cidv
AuthorThunderGod Cid +
ComponentV + and S +
Identifier3.5e Spell +
LevelMetal 8 + and Sorcerer/Wizard 8 +
RangeOther +
RatingUnrated +
SchoolConjuration +
SubschoolCreation +
SummaryBecause there's no kill like overkill. +
TitleGuillotine +