Difference between revisions of "Decalification (3.5e Spell)"
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''The enraged giant raises a huge fist and advances to pound your warrior friend into the ground - without a second thought, you throw a glass vial, it breaks near the giant's foot - the warrior rises his shield, you speak the magic words, as rapidly rising white fumes disappear into the giant's flesh, seeking bones... the fist crashes down on the steel shield with a crunching sound - finger, hand and wrist bones crack apart and there's a howl of anguish!'' | ''The enraged giant raises a huge fist and advances to pound your warrior friend into the ground - without a second thought, you throw a glass vial, it breaks near the giant's foot - the warrior rises his shield, you speak the magic words, as rapidly rising white fumes disappear into the giant's flesh, seeking bones... the fist crashes down on the steel shield with a crunching sound - finger, hand and wrist bones crack apart and there's a howl of anguish!'' | ||
− | When casting decalcification, the caster must throw a small quantity of acid within 5 ft of the target. The target has a reflex saving throw to avoid the fumes penetrating his or her body. The bones of the target | + | When casting decalcification, the caster must throw a small quantity of acid within 5 ft of the target. The target has a reflex saving throw to avoid the fumes penetrating his or her body. The bones of the target become porous, brittle and weakened. Any bludgeoning or impact damage experienced by the target +10 becomes the DC for a fortitude save against breaking bones. The location of the hit becomes important because broken bones mean limitations on movement. Typically, there is a -2 to -4 Dexterity penalty depending on the severity and location of the damage. Slashing and piercing damage does not require the fortitude save. Falling damage and slam attacks do. This spell is a curse and so will last until a remove curse is cast to end it. Broken bone damage takes twice as long to heal naturally. |
''Material Component:'' 2 ounces or more of acid. | ''Material Component:'' 2 ounces or more of acid. |
Revision as of 02:53, 10 February 2017
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Transmutation [Curse] | |
Level: | Sor/Wiz 5 |
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Components: | V, S, "M (vial of acid) -->" is not in the list (V, V (Brd only), V (Bard only), S, F, DF, M, M/DF, F/DF, XP, ...) of allowed values for the "Component" property.
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Casting time: | 1 standard action |
Range: | 25 ft + 5ft/2 levels |
Target: | 1 creature with bones |
Duration: | permanent until remove curse is cast |
Saving Throw: | Reflex avoids, Fortitude avoids |
Spell Resistance: | Yes |
The enraged giant raises a huge fist and advances to pound your warrior friend into the ground - without a second thought, you throw a glass vial, it breaks near the giant's foot - the warrior rises his shield, you speak the magic words, as rapidly rising white fumes disappear into the giant's flesh, seeking bones... the fist crashes down on the steel shield with a crunching sound - finger, hand and wrist bones crack apart and there's a howl of anguish!
When casting decalcification, the caster must throw a small quantity of acid within 5 ft of the target. The target has a reflex saving throw to avoid the fumes penetrating his or her body. The bones of the target become porous, brittle and weakened. Any bludgeoning or impact damage experienced by the target +10 becomes the DC for a fortitude save against breaking bones. The location of the hit becomes important because broken bones mean limitations on movement. Typically, there is a -2 to -4 Dexterity penalty depending on the severity and location of the damage. Slashing and piercing damage does not require the fortitude save. Falling damage and slam attacks do. This spell is a curse and so will last until a remove curse is cast to end it. Broken bone damage takes twice as long to heal naturally.
Material Component: 2 ounces or more of acid.
Focus:
XP Cost:
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