Difference between revisions of "Zone of OSHA-Compliance (3.5e Spell)"
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*Any sheer drop of 2 feet or more becomes shielded by safety rails of indestructible [[SRD:Force Effect|force]]. The safety rails are incapable of trapping or otherwise pinning any creature, and always appear in a way as to not obstruct any creatures or objects. You can still choose to hop over them with a [[SRD:Jump Skill|Jump]] check or by expending a motion, but why would you want to? | *Any sheer drop of 2 feet or more becomes shielded by safety rails of indestructible [[SRD:Force Effect|force]]. The safety rails are incapable of trapping or otherwise pinning any creature, and always appear in a way as to not obstruct any creatures or objects. You can still choose to hop over them with a [[SRD:Jump Skill|Jump]] check or by expending a motion, but why would you want to? | ||
− | *Any localized mundane physical hazard in the area capable of dealing 1 or more points of damage is clearly warded off by a 1-foot-thick black-and-yellow safety line on the ground, starting out 5 feet from the hazardous object. Hazards that this spell responds to are exposed machinery like cogs, spiky or otherwise damaging surfaces, sources of [[SRD:Fire Effect|fire]], [[SRD:Acid Effect|acid]] or [[SRD:Electricity Effect|electricity]], machines and objects with violently moving parts and mundane traps that take a DC of up to 15 + your caster level to find. Cross safety lines at your own peril. | + | *Any localized mundane physical hazard in the area capable of dealing 1 or more points of damage is clearly warded off by a 1-foot-thick black-and-yellow safety line on the ground, starting out 5 feet from the hazardous object. Hazards that this spell responds to are exposed machinery like cogs, spiky or otherwise damaging surfaces, sources of intense [[SRD:Fire Effect|fire]] and heat, [[SRD:Acid Effect|acid]] or [[SRD:Electricity Effect|electricity]], machines and objects with violently moving parts and mundane traps that take a DC of up to 15 + your caster level to find. Only effects that don't move and last more than 1 [[SRD:Round|round]] are outlined in this manner. Cross safety lines at your own peril. |
*Interior areas with at least one safety hazard are outfitted with floating emergency exit signs, and any hallway with two or more branching corridors is outfitted with a floating arrows pointing to the nearest exit. Always know where the nearest exit is. | *Interior areas with at least one safety hazard are outfitted with floating emergency exit signs, and any hallway with two or more branching corridors is outfitted with a floating arrows pointing to the nearest exit. Always know where the nearest exit is. | ||
*Any unlabeled buttons, switches and manually operated mechanisms will be magically supplied with glowing label stickers that describe their function and provide detailed instructions for safe handling. Any mechanisms or technology that requires a [[SRD:Knowledge Skill|Knowledge]] (architecture and engineering) check with a DC of more than 15 + your caster level to understand the function of will remain unlabeled. Always properly check what a button does before you press it. | *Any unlabeled buttons, switches and manually operated mechanisms will be magically supplied with glowing label stickers that describe their function and provide detailed instructions for safe handling. Any mechanisms or technology that requires a [[SRD:Knowledge Skill|Knowledge]] (architecture and engineering) check with a DC of more than 15 + your caster level to understand the function of will remain unlabeled. Always properly check what a button does before you press it. |
Revision as of 10:13, 4 November 2015
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Evocation / Divination [Force] | |
Level: | Cleric 3, Sorcerer/Wizard 3 |
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Components: | V, S |
Casting time: | 1 round |
Range: | 20-foot-radius emanation |
Effect: | You |
Duration: | 1 minute/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
Safety first.
You create a shimmering bubble of faintly yellow energy that surrounds you in a 20-foot-radius emanation and moves with you. Within the space of this bubble, everything becomes a whole lot safer. The following effects appear as you get in range and wink out again when you leave the area:
- Any sheer drop of 2 feet or more becomes shielded by safety rails of indestructible force. The safety rails are incapable of trapping or otherwise pinning any creature, and always appear in a way as to not obstruct any creatures or objects. You can still choose to hop over them with a Jump check or by expending a motion, but why would you want to?
- Any localized mundane physical hazard in the area capable of dealing 1 or more points of damage is clearly warded off by a 1-foot-thick black-and-yellow safety line on the ground, starting out 5 feet from the hazardous object. Hazards that this spell responds to are exposed machinery like cogs, spiky or otherwise damaging surfaces, sources of intense fire and heat, acid or electricity, machines and objects with violently moving parts and mundane traps that take a DC of up to 15 + your caster level to find. Only effects that don't move and last more than 1 round are outlined in this manner. Cross safety lines at your own peril.
- Interior areas with at least one safety hazard are outfitted with floating emergency exit signs, and any hallway with two or more branching corridors is outfitted with a floating arrows pointing to the nearest exit. Always know where the nearest exit is.
- Any unlabeled buttons, switches and manually operated mechanisms will be magically supplied with glowing label stickers that describe their function and provide detailed instructions for safe handling. Any mechanisms or technology that requires a Knowledge (architecture and engineering) check with a DC of more than 15 + your caster level to understand the function of will remain unlabeled. Always properly check what a button does before you press it.
- Any creature within the area of the spell is automatically adorned with a safety helmet made of indestructible force, granting them resistence to all damage sources coming from above (stuff like avalanches, falling debris, vertically displaced construction tools and the occasional flame strike) equal to 10 + twice your caster level. Likewise, whenever a creature operates a tool that requires safety equipment within the area of this spell, a force-version of the equipment is immediately conjured on the creature's person if it doesn't yet have them, such as an arc welder automatically gaining a welding helmet, a construction worker or factory laborer being outfitted with safety shoes, etcetera. Always wear your safety gear.
The moment you perform an offensive action, this spell immediately ends, because violence in the workplace is against regulation. For this purpose, anything that will cause invisibility to end also causes this spell to end.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Article Balance | High + |
Author | Sulacu + |
Component | V + and S + |
Descriptor | Force + |
Identifier | 3.5e Spell + |
Level | Cleric 3 + and Sorcerer/Wizard 3 + |
Range | Other + |
Rated By | Eiji-kun +, Undead Knave +, Wildmage +, Luigifan18 +, Aeturo +, STDoc + and HiddenKnowledge + |
Rating | Rated 3.6 / 4 + |
School | Evocation + and Divination + |
Summary | Creates a bubble around you in which nothing can go wrong. Trust me. + |
Title | Zone of OSHA-Compliance + |