Suddenly Doomtrain (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 10-27-12
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article


Suddenly Doomtrain
Conjuration (Summoning)
Level: Cleric 7, Sorcerer/Wizard 7, Train 7
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect or Area: 120 ft. line, 10 ft. wide
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

A train of bone and steel comes roaring into view, its pale face spouting dark curses to all those it strikes.

With a toxic miasma, a gate opens, releasing a high-speed bone train which barrels over your opponents upon blazing rails. Creatures within the path of the train are slammed at high speed, taking 1d6 points of magic bludgeoning damage per caster level (maximum 20d6) and are struck with multiple status effects, with a Reflex save to halve the damage, as well as one or more additional saves, as shown below.

Creatures which fail their saves roll 1d10, and gain status effects as shown below.

1d10 Status Name Effect
1 Eyeblight Blinded permanently, or dazzled for 1 minute on a successful Fortitude save
2 Terror Fear effect as spell; Will negates (fear, mind-affecting)
3 Biohazard Poison (1d4 Con damage each round until a successful save is made; Fortitude negates (poison effect))
4 Slowed Slow effect as spell; Will negates
5 Exhaustion Exhausted, or fatigued on a successful Fortitude save
6 Illness Nauseated for 1d6 rounds, or sickened for 1d6 rounds on a successful Fortitude save
7 Madness Insane, as insanity spell; Will negates (mind-affecting)
8 Curse Bestow curse effect as spell; Will negates
9 Stone Turned to stone; Fortitude negates
10 Gain an additional status effect; roll twice more, ignoring any “10” results.

The length of the train barrels through for 1 full round, creating a 10 foot thick wall 15 feet high. The wall cannot be reasonably damaged, as damaged sections of train are swept away by the eternally advancing wall of additional cars. The train travels in a straight line on ghostly rails (even through mid-air), crashing through any objects in its path. If the damage caused to an interposing barrier shatters or breaks through it, the train may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.

Material Component: A bone gear.



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

Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
ComponentV +, S + and M +
Identifier3.5e Spell +
LevelCleric 7 +, Sorcerer/Wizard 7 + and Train 7 +
RangeOther +
RatingUnrated +
SchoolConjuration +
SubschoolSummoning +
SummarySuddenly, everyone is run over by a train. WHUMP! +
TitleSuddenly Doomtrain +