Terrain Arcana (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 4-7-17
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Terrain Arcana
Universal
Level: Cleric 1, Druid 1, Sorcerer/Wizard 1
Components: V, S, F
Casting time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Four 5 ft cubes + 5 ft cubes/level
Duration: 1 round/level; see text
Saving Throw: See text
Spell Resistance: Yes

You step on the dimly glowing floor tile, and feel pulse through your body.

This spell enhances the ground to give off one of the selected passive magical effect as seen below. Effects apply to all creatures standing on the affected ground up to 5 ft above. Multiple terrain arcana spells can overlap and provide different effects or counter each other, but the same bonuses and penalties do not stack. Effects come into play when you end your movement in a square, not simply passing through. Affected terrain glows dimly, so it cannot be used effectively as a trap. Creatures become aware of the effects when standing in the area.

By casting this spell in a higher level spell slot, you can access stronger effects. By using a more expensive focus (which is left behind as part of the spell) you can make the duration permanent.

Terrain Arcana Effect
1st Level
Attack Power +1 +1 luck bonus to attack and damage.
Attack Penalty -1 -1 luck penalty to attack and damage.
Quickness +10 Creature's movement speeds improved by +10 feet.
Static Unable to move unattended objects in area unless you make a DC 16 Strength check, as the static planar trait.
Rough Path Area counts as difficult terrain.
Aid Challenge +4 bonus on ability checks and skill checks.
Disrupt Challenge -4 penalty on ability checks and skill checks.
Lucky Save 1 +1 luck bonus to saving throws.
Unlucky Save 1 -1 luck penalty to saving throws.
Safety Creatures automatically stabilize, and can deal non-lethal damage without taking the -4 penalty to attack.
2nd Level
Defense Up +4 luck bonus to AC.
Defense Down -4 luck penalty to AC.
Rapid Attack Extra bonus attack on a full attack, does not stack with haste.
Nerf Damage Attacks deal -20% less damage.
Improved Recovery Healing recovers 20% more damage.
Ability Blessing +4 enhancement bonus to ability score of choice.
Ability Bane -4 penalty to ability score of choice.
Quickness +30 Creature's movement speeds improved by +30 feet.
Unreactive Creatures unable to make attacks of opportunity.
Glowing Creatures in the area glow as per faerie fire, lasting until 1 round after they leave the area.
3rd Level
Attack Power +2 +2 luck bonus to attack and damage.
Attack Penalty -2 -2 luck penalty to attack and damage.
Haze Creatures gain 20% concealment as per blur.
Damage Creature 5 Creature takes 5 points of damage each round.
Heal Creature 5 Creature recovers 5 points of damage each round.
Wild Warp Teleport randomly to another square in area of effect at beginning of turn.
Long Arms Reach increases by 5 ft.
Short Arms Reach decreases by 5 ft (minimum 5 ft).
Unlimited Reflexes Creatures benefit from unlimited attacks of opportunity and do not expend their own attempts. They still only gain one attack per opportunity.
Ring Out Creatures are teleported just outside of where they entered area of effect at end of turn. Creatures already inside effect when placed are unaffected until they leave and attempt to return.
4th Level
Greater Nerf Damage Attacks deal -50% less damage.
Greater Recovery Healing recovers 50% more damage.
Quickness +50 Creature's movement speeds improved by +50 feet.
Iron Skin Gain DR 5/-.
Glass Skin Existing DR is reduced by 5 points.
Weaken Spell Resistance Spell resistance is reduced by 5 points.
Steady Warp Able to teleport to any other square in area of effect as a standard action.
Lucky Save 3 +3 luck bonus to saving throws.
Unlucky Save 3 -3 luck penalty to saving throws.
Tumbler Creatures in area do not provoke for movement.
5th Level
Attack Power +3 +3 luck bonus to attack and damage.
Attack Penalty -3 -3 luck penalty to attack and damage.
Disperse Damage Damage taken in area is spread around evenly to all creatures in area. For example, 100 damage among 5 targets means 20 damage per creature. Spread damage is untyped and not reduced by damage reduction or resistances.
No Entry Creatures are unable to move through area. You may leave the area normally, not cannot end movement in an afflicted space.
Damage Creature 10 Creature takes 10 points of damage each round.
Heal Creature 10 Creature recovers 10 points of damage each round.
Refresh Creatures recover 1 point of ability damage to every ability score each round.
Stone Death Creatures which die in the area are petrified instead, as if flesh to stone.
Snail Movement All movement speeds are reduced to 5 ft.
Disperse Healing Healing received in area is spread around evenly to all creatures in area. For example, 100 healing among 5 targets means 20 damage per creature. Spread healing is not positive or negative energy.
6th Level
Improved Damage Attacks deal 20% more damage.
Adamantine Skin Gain DR 10/-.
Talc Skin Existing DR is reduced by 10 points.
Break Spell Resistance Spell resistance is reduced by 10 points.
Greater Haze Creatures gain 50% concealment as per displacement.
Rot Creatures take 1 point of ability damage to every ability score each round.
Status Stasis Creatures are unable to acquire or remove status effects (both positive or negative) while in area, unless duration runs out naturally.
Critical Up Critical range increased as per keen edge.
Walk Only Creatures unable to use burrow, climb, swim, or fly speeds (creatures with no other speeds gain a land speed of 5 ft).
Improved Armor Attacks to creature deal 20% less damage.
7th Level
Attack Power +4 +4 luck bonus to attack and damage.
Attack Penalty -4 -4 luck penalty to attack and damage.
No Melee Creatures unable to make melee attacks in area. Attacks may come from outside area.
No Ranged Creatures unable to make ranged attacks in area. Attacks may come from outside area.
Damage Creature 15 Creature takes 15 points of damage each round.
Heal Creature 15 Creature recover 15 points of damage each round.
Swift Warp Able to teleport to any other square in area of effect as a swift action.
Lucky Save 5 +5 luck bonus to saving throws.
Unlucky Save 5 -5 luck penalty to saving throws.
Sudden Movement Creatures in area may take a 5 ft step as an immediate action. This does not consume their 5 ft step for the round.
8th Level
Greater Damage Attacks deal 50% more damage.
Reverse Damage Damaging effects now heal, and healing effects now damage.
No Healing Creatures in area cannot recover hp.
Flat Feet All creatures in area are flatfooted.
Mobility Creatures gain an additional move action each round.
Greater Armor Attack to creature deal 50% less damage.
Random Creatures act as if confused. This is not a mind-affecting effect it is an illusion (glamer), as the creature reacts appropriately to incorrect stimulus.
Self Inflicting Creature's actions also affect it. For example, it damages itself when attacking others, and curing an ally also cures them the same amount.
X X
X10 X
9th Level
Attack Power +5 +5 luck bonus to attack and damage.
Attack Penalty -5 -5 luck penalty to attack and damage.
Seal Abilities Creatures unable to cast spells, use maneuvers, manifest powers, use supernatural abilities, and similar effects.
Damage Creature 20 Creature takes 20 points of damage each round.
Heal Creature 20 Creature recover 20 points of damage each round.
Destroy Spell Resistance Creatures lose their spell resistance in area.
Undying Creatures in area cannot die from hp damage as long as they remain in the area. They can still die from non-hp effects, or if they leave the area when normally dead.
Bleed Out Creatures automatically bleedout and lose 20% of their health every round they remain in the area.
X9 X
X10 X

Focus: A crystal pyramid worth 10 gp. For the permanent version, a 1 foot or larger crystal pyramid worth (100 gp x spell level squared) is used, and left in the spell area effected. The spell is suppressed if the focus is removed from the area, and ended if the focus breaks. The focus has hardness 8 and 10 hp/spell level.



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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceUnquantifiable +
AuthorEiji-kun +
ComponentV +, S + and F +
Identifier3.5e Spell +
LevelCleric 1 +, Druid 1 + and Sorcerer/Wizard 1 +
RangeOther +
RatingUnrated +
SchoolUniversal +
SummaryEnhance the ground with a constant magical effect, which grants its benefit or penalty to anyone standing on that square. +
TitleTerrain Arcana +