|
| School: |
Evocation |
Level: |
8th |
| Range: |
60yds + 10yds/level |
Components: |
V,M,S |
| Duration: |
Special |
Casting Time: |
1 round |
| Area of Affect: |
60' radius sphere |
Saving Throw: |
1/2 |
The last spell Telaron was ever known to cast. Many consider it too dangerous a
spell for practical uses, yet there are those who have mastered its use, and now
rule their lands unopposed...
A wizard who has already learned "Spark", "Lightning Bolt", "Arc Lightning",
"Chain Lightning", "Ball Lightning", and "Magic Missile" spells can learn this spell
without costing a point toward their maximum # of spells per level.
To cast this spell, the wizard must be outdoors, and must have a clear line of sight to
the selected center of the storm. As the wizard is casting, storm clouds form overhead
in the general area above a point on the ground selected by the spellcaster. Upon
completing the casting phase, the caster can immediately release the energy of the
storm, or may choose to delay the release for up to 2 additional rounds. The caster must
maintain his concentration each round that he delays the release, building the power and
duration of the storm. If the caster's concentration is interrupted before the storm's
intended release, the storm releases immediately and does only half the listed damage.
Upon release, a bright bolt of lightning steaks downward from the cloud to a point 10'
above the ground, then explodes into a cascade of forked lightning up to 60' in all
directions. The storm lasts for 1 to 3 rounds, depending on how many rounds the caster delayed
the release. The storm deals the following electrical damage to all creatures within the
area of affect for every 2 levels of the caster:
| Rounds Delayed |
|
Damage (Round 1) |
|
Damage (Round 2) |
|
Damage (Round 3) |
 |
|
 |
|
 |
|
 |
| none |
|
1d6+2 |
|
- |
|
- |
| 1 extra round |
|
1d6+2 |
|
1d6 |
|
- |
| 2 extra rounds |
|
1d6+2 |
|
1d6 |
|
1d4 |
All creatures must make a saving throw vs. lightning each round they are within the
area of effect. Creatures greater than "large" size or those wearing metal armor suffer
a -4 penalty to their rolls. Those that make their saving throws suffer only half
damage, and can attempt to escape the area at no more than their movement rate in yards
(Thus, a creature with movement of 12 could escape the area at a rate of 36' per round).
Those that fail their saves are dealt normal damage, and are stunned. Flying creatures
that fail their saves will fall to the ground, suffering any applicable falling damage
and penalties.
Any items in the possession of a creature that failed its saving throw must make a save
vs. lightning. Items which fail the saving throw may burn, shatter, or explode (at the
DM's discretion), and may affect the creature as dictated by the item's characteristics
(or by the DM). Metal items are unnaffected, unless specifically vulnerable to
lightning or electricity.
Finally, all wooden and stone barriers within the area of affect may be destroyed.
Wooden barriers up to 1" thick per level of the caster, and stone barriers up to 1/2"
thick per level of the caster, are shattered or pulverized by the storm.
The material component of this spell is a storm crystal with enough charges to power the
spell. The crystal itself is not consumed, but the spell consumes 1d2 charges from the
crystal for every 2 levels of the caster. The crystal can be recharged, but cannot be
used again for 1d4+2 days. Note that if the crystal does not have sufficient charges to
power the spell, the spell will fail.
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authors.
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