Difference between revisions of "Explosive Runes Field (3.5e Spell)"

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|desc=Fire, Force
|lvl=Wizard 4
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|lvl=Sorcerer/Wizard 4
 
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|comp=V,S
 
|casttime=1 Standard Action
 
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''"Garomp charged the sorceress, ignoring those little red floaty things between her and him."''
 
''"Garomp charged the sorceress, ignoring those little red floaty things between her and him."''
  
The caster create a field of floating [[Explosive Runes, Variant (3.5e Spell)|''explosive runes'']] which are detonated by proximity. Any creature who start their turn inside the field or move more than 5 feet inside of it they risk detonating a few runes, which inflict 2d6 fire and 2d6 force damage with a [[Reflex]] allowed to negate the damage. When moving inside the field, the damage stack for each 10 feet of movement, thus if a creature cross the entire field it can take up 8d6 fire and 8d6 force damage with a single [[Reflex]] allowed after the movement. If a creature do not halve their speed (treating it as difficult terrain) while moving through the field, a successful [[Reflex]] save simply halves the damage instead of negating it.
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The caster create a field of floating [[Explosive Runes, Variant (3.5e Spell)|''explosive runes'']] which are detonated by proximity. Any creature who move more than 5 feet inside of the field they risk detonating a few runes, which inflict damage as an [[Explosive Runes, Variant (3.5e Spell)|''explosive runes'']] of the same caster level, although only once per movement. As a standard action the caster may cause the runes inside the field to dance and whirl, forcing all creatures inside the field to make a [[Reflex]] save as if they triggered a rune ([[Reflex]] negate).
  
Small or smaller creatures gain a +4 bonus on their saving throws as well while large or larger creature take a -1 penalty for each square they occupy within the field. If a creature run or charge through the field it is not allowed a [[Reflex]] save against this spell.
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If a creature do not halve their speed (treating it as difficult terrain) while moving through the field, a successful [[Reflex]] save simply halves the damage instead of negating it. Small or smaller creatures gain a +4 bonus on their saving throws as well while large or larger creature take a -1 penalty for each square they occupy within the field. If a creature run or charge through the field it is not allowed a [[Reflex]] save against this spell.
  
 
After being cast, the runes need 1 round of warm up before activating. The runes gently move out of the way of the caster and her familiar if she move through it, but not any other creatures.  
 
After being cast, the runes need 1 round of warm up before activating. The runes gently move out of the way of the caster and her familiar if she move through it, but not any other creatures.  

Revision as of 16:56, 16 June 2019

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Author: Leziad (talk)
Date Created: 16th June 2019
Status: Finished
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This spell is an homebrew variant of an existing spell, you may be looking for the original in Player Handbook II


Explosive Runes Field
Abjuration [Fire, Force]
Level: Sorcerer/Wizard 4
Components: V, S
Casting time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 Round/Level(D)
Saving Throw: Reflex Half or Negate (see text)
Spell Resistance: Yes

"Garomp charged the sorceress, ignoring those little red floaty things between her and him."

The caster create a field of floating explosive runes which are detonated by proximity. Any creature who move more than 5 feet inside of the field they risk detonating a few runes, which inflict damage as an explosive runes of the same caster level, although only once per movement. As a standard action the caster may cause the runes inside the field to dance and whirl, forcing all creatures inside the field to make a Reflex save as if they triggered a rune (Reflex negate).

If a creature do not halve their speed (treating it as difficult terrain) while moving through the field, a successful Reflex save simply halves the damage instead of negating it. Small or smaller creatures gain a +4 bonus on their saving throws as well while large or larger creature take a -1 penalty for each square they occupy within the field. If a creature run or charge through the field it is not allowed a Reflex save against this spell.

After being cast, the runes need 1 round of warm up before activating. The runes gently move out of the way of the caster and her familiar if she move through it, but not any other creatures.



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

Leziad's Homebrew (4523 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
ComponentV + and S +
DescriptorFire + and Force +
Identifier3.5e Spell +
LevelSorcerer/Wizard 4 +
RangeMedium +
RatingUnrated +
SchoolAbjuration +
SummaryA remake of explosive runes field, which make it more in line with it replacement. +
TitleExplosive Runes Field +