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Acceleration Ring (3.5e Spell)

2,084 bytes added, 08:54, 12 October 2019
Created page with " {{author |author_name=Eiji-kun |date_created=10-12-19 |status=光復香港,時代革命 |balance=High }} <onlyinclude>{{3.5e Spell |name=Acceleration Ring |school=Transmut..."

{{author
|author_name=Eiji-kun
|date_created=10-12-19
|status=光復香港,時代革命
|balance=High
}}

<onlyinclude>{{3.5e Spell
|name=Acceleration Ring
|school=Transmutation
|subschool=
|desc=
|lvl=Sorcerer/Wizard 3
|comp=V, S
|casttime=1 standard action
|range=Medium (100 ft + 10 ft/level)
|dur=Concentration + 1 minute/level (D)
|tsea=e
|subj=One acceleration ring up to 15 ft diameter
|save=None
|sr=No
|summary=You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances.
}}

''A rotating ring of light appeared in front of you. Looking through one side everything was blue, and on the other side all things were tinted red.''

You create a rotating ring of energy up to 15 ft diameter (minimum 5 ft). Any allied creatures or objects passing through the ring that can fit in the gate have their remaining movement speeds double for 1 round, or their range increments double in the case of projectiles. In fact projectiles and rays hit harder and faster as well, with a +2 circumstance bonus to attack and +4 to damage.

Subsequently enemy creatures and objects which pass through the ring have their speed halved for 1 round, and their range increments cut in half for determining range penalties. Projectiles and rays take a further -2 penalty on attack and -4 on damage.

An ally can interact with the case, standing in front of it focusing for 3 rounds. At the end of the 3 rounds they release and are launched up to 300 ft/level in the direction the gate is facing. With an arc, it can be up to 200 ft/level. Protective magic prevents a violent landing (slowing down as per ''[[SRD:Feather Fall|feather fall]]'' just before impact). A Profession Siege Engineer or a [[Knowledge Math & Physics (3.5e Skill)|Knowledge Math & Physics]] check of DC 15 may be required to land with any accuracy on a far away arcing target.

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{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/>
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