Presented without comment, by request:
Glitterbomb
SPELL
TYPE: Level four mage spell
SCHOOLS: Conjuration,
Summoning
ELEMENTS: Air
RANGE: 10 yards/ level
COMPONENTS: V, S, M
DURATION: Special
CASTING TIME: 4 segments
AREA OF EFFECT: 20ft sphere
SAVING THROW: Special
SOURCE: KMD
HANDEDNESS: W
INQUEST STATUS: Approved
ELEMENTS: Air
RANGE: 10 yards/ level
COMPONENTS: V, S, M
DURATION: Special
CASTING TIME: 4 segments
AREA OF EFFECT: 20ft sphere
SAVING THROW: Special
SOURCE: KMD
HANDEDNESS: W
INQUEST STATUS: Approved
SPELL DESCRIPTION: Just as with Glitterdust,
this spell creates a cloud of glittering particles within the area of
effect, although the mage may choose whether the glitter is golden (as Glitterdust)
or a collection of shifting, opalescent colors. As with the spell it is based
on, those in the area must roll a successful saving throw vs. spell or be
blinded (-4 penalties to attack rolls, saving throws, and Armor Class) for
1d4+1 rounds. In addition, all within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades. Note that this
reveals invisible creatures. The dust fades in 1d4 rounds plus one round per
caster level, just as Glitterdust. Where Glitterbomb differs,
however, is that in the one round after appearing, while the glitter is
airborne, Glitterbomb may be ignited, similarly to the dust in a grain
silo. The explosion occurs from any spark (including a 20% chance from just
metal hitting metal, as in a successful attack on armor or a parry with a metal
weapon, and a 10% chance from metal on stone.) The initial explosion does 1d4
hit points of damage per level of the caster, and any being within the 20 foot
sphere of the dust may save for half. Any being within the next 20 feet, without
a significant source blocking the airflow from the explosion, is pushed away
from the explosion with a force equal to one-half the damage of the explosion
in damage, and may save versus spell to take a total of 25% of the damage, for
a total area of effect of a 40ft sphere. If ignited, the dust all disappears.
Anyone caught within the explosion (taking any damage at all) is deafened until
magically healed/regenerated of 1 point of damage or more, or cured with
anti-deafness magic. The damage is caused by burst eardrums and broken blood
vessels. The damage from the explosion will not ignite materials or set people
on fire, being primarily an extreme flash and movement of air. If ignited in a
tightly enclosed space, it will damage walls and floors. The DM must assume
detonation of the Glitterbomb in a tightly enclosed space enhances
damage as it pushes people and air around, and may raise the total damage
amount by as much as 100% (as high as a doubling of damage, at the DM’s
discretion). If cast in an area without gravity, the glitter may be detonated
until it disappears. It may also be resuspended by spells such as gust of
wind. The material component is a small sprinkling of ground mica and dried
flour, which vanishes in the casting.
Flammable
Grease
SPELL
TYPE:
Level two mage spell
SCHOOLS: Conjuration
ELEMENTS: Fire
RANGE: 10 yards
COMPONENTS: V, S, M
DURATION: 3 rounds + 1 round/level
CASTING TIME: 3 segments
AREA OF EFFECT: 10ft x 10ft square area
SAVING THROW: Halves
SOURCE: Unknown
HANDEDNESS: W
INQUEST STATUS: Approved
SPELL DESCRIPTION: Just as a grease
spell covers a material surface with a slippery layer of a
fatty, greasy nature, so too does Flammable Grease. As
with the lower-level Grease spell, any creature
entering the area or caught in it when the spell is cast must
save vs. spell or slip, skid, and fall. Those who successfully
save can reach the nearest non-greased surface by the end of the
round, but will have a thin coating of the grease on their
footwear or feet (or any other parts dragged through it.) Those
who remain in the area are allowed a saving throw each round
until they escape the area. Again, as with the lower level
spell, this spell can be used to create a greasy coating on an
item- a rope, ladder rungs, weapon handle, etc. Material objects
not in use are always affected by this spell, while creatures
wielding or employing items receive a saving throw vs. spell to
avoid the effect. If the initial saving throw is failed, the
creature immediately drops the item. A saving throw must be made
each round the creature attempts to use the greased
item. The caster can end the effect with a single utterance;
otherwise it lasts for three rounds plus one round per level.
Unlike the lower level grease, however, Flammable Grease
is flammable. If a spark or fire is lit (or encountered) by the
spell, The grease ignites, doing 1d6 points of damage to all
inside of the affected area per round that the Flammable Grease
exists. The material component of the spell is 8 ounces of
flammable oil or fat (such as butter) which is exhausted in the
casting. If a fire-based damage spell encounters Flammable
Grease, the grease is exhausted from the exposure, but the
fire-based damage for the spell is increased by 1/3 or one die,
whichever is lower. Flammable Grease is not explosive.SCHOOLS: Conjuration
ELEMENTS: Fire
RANGE: 10 yards
COMPONENTS: V, S, M
DURATION: 3 rounds + 1 round/level
CASTING TIME: 3 segments
AREA OF EFFECT: 10ft x 10ft square area
SAVING THROW: Halves
SOURCE: Unknown
HANDEDNESS: W
INQUEST STATUS: Approved
Incendiary Grease
SPELL
TYPE:
Level four mage spell
SCHOOLS: Alteration, Conjuration
ELEMENTS: Fire
RANGE: 30 yards
COMPONENTS: V,
S,
M
DURATION: 3
rounds + 1 round/level
CASTING TIME: 1 segments
AREA OF EFFECT: Up to 100 square feet of
continuous greased
surface, 10ft from the grease
SAVING THROW: Special
SOURCE: KMD
HANDEDNESS:
G
INQUEST STATUS: Approved
SPELL
DESCRIPTION: Just as with its parent
spell, the Incendiary
Grease spell covers a material surface with a slippery
layer of a fatty,
greasy nature. Any creature entering the area or caught in it
when the spell is
cast must save vs. spell or slip, skid, and fall. Those who
successfully save
can reach the nearest nongreased surface by the end of
the round. Those
who remain in the area are allowed a saving throw each round
until they escape
the area. The DM should adjust saving throws by circumstance;
for example, a
creature charging down an incline that is suddenly greased has
little chance to
avoid the effect, but its ability to exit the affected area is
almost assured!
The spell can also be used to create a greasy coating on an
item--a rope,
ladder rungs, weapon handle, etc. Material objects not in use
are always
affected by this spell, while creatures wielding or employing
items receive a
saving throw vs. spell to avoid the effect. If the initial
saving throw is
failed, the creature immediately drops the item. A saving throw
must be made
each round the creature attempts to use the greased item. The
caster can end
the effect with a single utterance; otherwise, it lasts for
three rounds plus
one round per level. Unlike the parent spell, this greasy
coating smells foul
and these fumes are mildly explosive. If an open flame or spark
is within 10ft
of the Incendiary Grease after one round has elapsed
after it has
appeared (the fumes need a moment to build up, and, in fact,
will not do so if
a strong wind is blowing) or if any greased surface touches or
is touched by a
flame or spark, the entire material detonates, doing 1d6 points
of flash fire
damage to anyone within 10 feet of the grease, as well as an
additional 3d6
points of damage to anyone in physical contact with the grease.
(Save versus
spell for half-damage.) Anyone weighing less than 400lbs
(including equipment,)
who is not holding on to a firmly planted item (a rooted tree, a
spike hammered
into the ground) is thrown 10ft up and 20ft over by the force of
the explosion.
They can attempt a DEX check (or tumbling proficiency roll, or
similar
proficiency check) to minimize damage, or take 1d6 for falling.
If they are
driven into a wall or a trap, the DM may increase this to as
much as 2d6
points. The material component of the spell is a bit of grease
which has gone
rancid. INQUEST STATUS: Approved
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