Difference between revisions of "Ice Crystal Phalanx (3.5e Spell)"

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|comp=V, S
 
|comp=V, S
 
|casttime=1 standard action
 
|casttime=1 standard action
|range=30 ft line
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|range=30 ft line or 15 ft cone
 
|dur=Instantaneous and 5 rounds
 
|dur=Instantaneous and 5 rounds
 
|tsea=a
 
|tsea=a
|subj=30 ft line
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|subj=30 ft line or 15 ft cone
 
|save=Reflex half
 
|save=Reflex half
 
|sr=No
 
|sr=No
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''You breathe out a cold mist, and icy spikes ripple out from your feet.''
 
''You breathe out a cold mist, and icy spikes ripple out from your feet.''
  
You deal 1d6 cold damage/level in a 30 ft line (maximum 10d6), and leave jagged spikes of ice behind.  The ice spikes are difficult terrain and act as [[SRD:Caltrops|caltrops]], but dealing 1d6 piercing damage and with your caster level to the attack roll.  The ice spikes last for 5 rounds, or until they take 10 or more points of fire damage.
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You deal 1d6 cold damage/level in a 30 ft line or 15 ft cone (maximum 5d6), and leave jagged spikes of ice behind.  The ice spikes are difficult terrain and act as [[SRD:Caltrops|caltrops]], but they deal 1d6 piercing damage and with your caster level to the attack roll for the caltrops.  The ice spikes last for 5 rounds, or until they take 10 or more points of fire damage.
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For every two higher spell slots you cast this spell from, the area doubles in size (two doublings is triple, quadruple, etc) and the damage cap rises by 4.  The spell DC and effective spell level rise accordingly.
 
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Latest revision as of 23:36, 31 October 2020

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Author: Eiji-kun (talk)
Date Created: 4-13-17
Status: Complete
Editing: Clarity edits only please
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Ice Crystal Phalanx
Conjuration (Creation) [Cold]
Level: Druid 1, Sorcerer/Wizard 2
Components: V, S
Casting time: 1 standard action
Range: 30 ft line or 15 ft cone
Area: 30 ft line or 15 ft cone
Duration: Instantaneous and 5 rounds
Saving Throw: Reflex half
Spell Resistance: No

You breathe out a cold mist, and icy spikes ripple out from your feet.

You deal 1d6 cold damage/level in a 30 ft line or 15 ft cone (maximum 5d6), and leave jagged spikes of ice behind. The ice spikes are difficult terrain and act as caltrops, but they deal 1d6 piercing damage and with your caster level to the attack roll for the caltrops. The ice spikes last for 5 rounds, or until they take 10 or more points of fire damage.

For every two higher spell slots you cast this spell from, the area doubles in size (two doublings is triple, quadruple, etc) and the damage cap rises by 4. The spell DC and effective spell level rise accordingly.



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

Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceModerate +
AuthorEiji-kun +
ComponentV + and S +
DescriptorCold +
Identifier3.5e Spell +
LevelDruid 1 + and Sorcerer/Wizard 2 +
RangeOther +
RatingUnrated +
SchoolConjuration +
SubschoolCreation +
SummaryYou create a line of freezing cold which leaves sharp ice crystals in its wake. +
TitleIce Crystal Phalanx +