Open main menu

Dungeons and Dragons Wiki β

Comet Flight (3.5e Spell)

Homebrew.png
Author: Leziad (talk)
Date Created: 26 January 2014
Status: Finished
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 1 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article


Comet Flight
Evocation [Fire]
Level: Ki Master 9, Sorcerer/Wizard 9, Shugenja (Fire) 8, Wu Jen (Fire) 9
Components: V, S
Casting time: 10 minutes or 1 Swift Action (see text)
Range: Personal (see text)
Effect: You turn into a freaking comet of spellfire.
Duration: Permanent or 1 round (D) (See text)
Saving Throw: Reflex Partial
Spell Resistance: No

As you complete the incantations for the spell, your body catches aflame with blue fire as you shoot up to the sky. You turn into what is essentially a ball of spellfire; while in this form, you cannot take any action except move or dismiss the spell. Your gain a flight speed of 5000 feet (poor) and you must always move at least 1000 feet per round. Your maneuverability while in comet form can never be better than poor.

Any Huge or smaller creatures in your path takes 1d6 fire damage per caster level, 10d6 bludgeoning damage, and are knocked prone; a successful Reflex save negates the fire damage. Objects such as obstacles automatically take maximal damage.

If you hit a creature that is Gargantuan or bigger (or hit an obstacle not destroyed by the above damage), your comet form explodes, ending the spell. The explosion is rather massive, creating a 100-ft radius sphere of blue fire, dealing 10 fire damage per caster level to all creatures unfortunate enough to be in the radius. The explosion also sends out a massive shockwave, knocking all creatures within a 200-foot radius prone and dealing 2 points of sonic damage per caster level (including those in the original radius). The caster is unharmed but dazed for 1d4 rounds (bypassing immunity to dazing) and knocked prone.

You may cast this spell as a swift action; however, doing so makes it only last 1 round and leaves the caster staggered for 1 round and prone afterwards.

You may take willing creatures with you on the spell, up to one creature per caster level; they become part of the comet's tail and count as the caster for interacting with the spell (such as becoming dazed if the comet crashes), except that they may not take any actions except splitting from the comet as a full-round action. While you are in comet form you and any allies taken with are protected from the elements, do not need to breathe, and you are immune to fire and cold.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsKi Master
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsShugenja
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsWu Jen

Leziad's Homebrew (4427 Articles)
Leziadv