Difference between revisions of "Graviton Crash (3.5e Spell)"

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(Created page with "{{author |author_name=Sulacu |date_created=April 6, 2015 |status=Pending |balance=High }} <onlyinclude>{{3.5e Spell |name=Graviton Crash |school=Evocation |subschool= |desc=F...")
 
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|dur=1 [[SRD:Round|round]]/level
 
|dur=1 [[SRD:Round|round]]/level
 
|tsea=tea
 
|tsea=tea
|subj=A 60-ft. emanation of intense gravity
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|subj=A 60-foot-radius, 200 ft. high emanation of intense gravity
|save=None and [[SRD:Fortitude|Fortitude]] half or negates; see text
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|save=None and [[SRD:Fortitude|Fortitude]] half; see text
 
|sr=No
 
|sr=No
 
|summary=Creates a well of intense gravity that is strong enough to literally crush people to the ground.
 
|summary=Creates a well of intense gravity that is strong enough to literally crush people to the ground.
 
}}
 
}}
  
You focus your magical power in order to create an area of intense gravity. Within the affected area, gravity effectively increases by a factor 10. Carrying loads increase tenfold, and depending on any affected creature's new [[SRD:Carrying Capacity|Load]], it suffers a series of debilitating effects, as follows.  
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You focus your magical power in order to create an area of intense gravity. Within the affected area, gravity effectively increases by a factor 10, making it nigh impossible to move. Creatures in the affected area have all their movement speeds quartered and take 1d6 points of bludgeoning damage per two [[SRD:Caster Level|caster levels]] every [[SRD:Round|round]] ([[SRD:Fortitude|Fortitude]] half). Hustling in a ''graviton crash'' requires a [[SRD:Strength|Strength]] score of 25, and Running requirees a [[SRD:Strength|Strength]] score of 35. Affected creatures must make a DC 15 [[SRD:Strength|Strength]] check to avoid falling [[SRD:Prone|prone]] at the start of each turn, which is taken with a penalty of half their [[SRD:Armor Check Penalty|armor check penalty]].
  
*''Light Load:'' Even those that carry little will find their bodies crushed by the intense gravity. Creatures with a light load take 4d6 points of damage per [[SRD:Round|round]] ([[SRD:Fortitude|Fortitude]] half) and their movement speed is halved. Flying creatures up to an altitude of 200 feet must make a [[SRD:Fortitude|Fortitude]] save or be forced to the ground immediately and take falling damage, unless their [[SRD:Strength|Strength]] is at least 20 +5 per size category over [[SRD:Medium Size|Medium]] they possess. Their [[SRD:Armor Check Penalty|armor check penalty]] increases by -5.
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In the area of a ''graviton crash'', creatures take a -6 penalty to attack, physical skill and ability checks, and damage rolls. The range increments of all ranged weapons are reduced to 10% of their normal values. If rounding to the next increment of 5 feet reduces the range increment to 0, the weapon in question cannot be thrown or fired at all.  
*''Medium Load:'' 8d6 damage every [[SRD:Round|round]], and movement speed is quartered. Creature can no longer run. Flying creatures need 30 [[SRD:Strength|Strength]] +5 per size category above Medium to resist saves vs falling. Their [[SRD:Armor Check Penalty|armor check penalty]] increases by -10.
 
*''Heavy Load:'' 12d6 damage per [[SRD:Caster Level|caster level]] every round, and movement speed is quartered. Creatures can no longer hustle or run. Flying creatures need 40 [[SRD:Strength|Strength]] +5 per size category above Medium to resist saves vs falling. Their [[SRD:Armor Check Penalty|armor check penalty]] increases by -20.
 
*''Overloaded:'' 16d6 damage per [[SRD:Caster Level|caster level]] every round. Can only stagger 5 feet as a [[SRD:Full-Round Actions|full-round action]]. Flying creatures cannot resist falling down unless they can [[Hover (3.5e Creature Ability)|hover]] and have 50 [[SRD:Strength|Strength]] +5 per size category above Medium. Their [[SRD:Armor Check Penalty|armor check penalty]] increases by -30.
 
*''Overloaded ×5:'' 20d6 damage per [[SRD:Caster Level|caster level]] every round. Cannot move at all, except to take things off. Flying creatures cannot resist falling down. Their [[SRD:Armor Check Penalty|armor check penalty]] increases by -50.
 
  
Regardless of load, any weapon wielded by an affected creature is affected as per ''[[Heavy Weapon (3.5e Spell)|heavy weapon]]'' stacked two times (no save).
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Item weights are increased tenfold. Flying creatures must make a DC 25 [[SRD:Strength|Strength]] check to maintain flight, and falling deals 10 points of damage per 10 feet to a maximum of 200. Even spells that lower your personal gravity like ''[[SRD:Feather Fall|feather fall]]'' can only reduce effective gravity while falling back to normal, resulting in 1d6 points of falling damage per 10 feet.
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If a weapon or shield becomes so heavy that its weight exceeds your maximum light [[SRD:Carrying Capacity#Load|load]], it becomes unwieldable.
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You are immune to your own ''graviton crash''.
  
 
''Focus:'' A lump or talisman of [[Gravsteel (3.5e Equipment)|gravsteel]] worth 500 gp.</onlyinclude>
 
''Focus:'' A lump or talisman of [[Gravsteel (3.5e Equipment)|gravsteel]] worth 500 gp.</onlyinclude>

Latest revision as of 07:41, 7 October 2015

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Author: Sulacu (talk)
Date Created: April 6, 2015
Status: Pending
Editing: Clarity edits only please
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Graviton Crash
Evocation [Force]
Level: Sorcerer/Wizard 8
Components: V, S, F
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target, Effect or Area: A 60-foot-radius, 200 ft. high emanation of intense gravity
Duration: 1 round/level
Saving Throw: None and Fortitude half; see text
Spell Resistance: No

You focus your magical power in order to create an area of intense gravity. Within the affected area, gravity effectively increases by a factor 10, making it nigh impossible to move. Creatures in the affected area have all their movement speeds quartered and take 1d6 points of bludgeoning damage per two caster levels every round (Fortitude half). Hustling in a graviton crash requires a Strength score of 25, and Running requirees a Strength score of 35. Affected creatures must make a DC 15 Strength check to avoid falling prone at the start of each turn, which is taken with a penalty of half their armor check penalty.

In the area of a graviton crash, creatures take a -6 penalty to attack, physical skill and ability checks, and damage rolls. The range increments of all ranged weapons are reduced to 10% of their normal values. If rounding to the next increment of 5 feet reduces the range increment to 0, the weapon in question cannot be thrown or fired at all.

Item weights are increased tenfold. Flying creatures must make a DC 25 Strength check to maintain flight, and falling deals 10 points of damage per 10 feet to a maximum of 200. Even spells that lower your personal gravity like feather fall can only reduce effective gravity while falling back to normal, resulting in 1d6 points of falling damage per 10 feet.

If a weapon or shield becomes so heavy that its weight exceeds your maximum light load, it becomes unwieldable.

You are immune to your own graviton crash.

Focus: A lump or talisman of gravsteel worth 500 gp.



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

Article BalanceHigh +
AuthorSulacu +
ComponentV +, S + and F +
DescriptorForce +
Identifier3.5e Spell +
LevelSorcerer/Wizard 8 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryCreates a well of intense gravity that is strong enough to literally crush people to the ground. +
TitleGraviton Crash +