Monday, June 5, 2017

Chaos Orbs

Chaos Orbs

School necromancy [chaos, onerous, sorcery, varies]; Level sorcerer 9

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect two 2-ft.-diameter sphere
Duration 1 round/level (D)
Saving Throw 
Reflex negates (see text) Spell Resistance no

DESCRIPTION

You hurl two orbs of chaos at your foes.


You create two weightless spheres of chaotic energy. As a move action, you can move either orb up to 30 feet per round in any direction. If an orb enters a space with a creature, it stops moving for the round and that creature is subjected to a random effect unless it succeeds a Reflex save to avoid the orb. Creatures do not receive a Reflex save unless they use an immediate action to move into an adjacent space.


1d10
Effect
1
Creature takes 10d4+10 points of force damage. If reduced to 0 or fewer hit points, the creature is sucked into the orb and utterly destroyed. 
2
Creature affected by reverse gravity as the spell for 1 round
3
Creature takes 3d6 points of fire damage and 8d8 points of nonlethal damage. It then becomes possessed by a randomly selected type of demon (Will save negates possession. If killed by the fire damage, this possession takes effect if the creature is restored to life.)
4
Creature either receives the effect of one draw from a deck of many things or causes each enemy to receive the effects of one draw (each creature determines the effects separately and ignores any effects granting additional draws). This has no effect on creatures without an Intelligence score.
5
The creature is petrified and begins taking 10d6 points of sonic damage per round until crumbling to dust, with a Fortitude save for half damage each round. If restored to flesh, the damage ceases (Fortitude negates)
6
The creature becomes ethereal and enters the Ethereal Plane for 1 minute. 50% chance that a hound of Tindalos (or 25% chance of a pack) relentlessly peruses the creature until destroyed
7
The creature takes 10d10 points of damage (Fortitude half) and is exhausted
8
The creature is confused for 1d8 rounds (Will save reduces the confused effect to 1 round; mind-affecting effect)
9
The creature takes 12d6 points of damage and is sickened for 1d4+1 rounds (Will save half and not sickened; mind-affecting).
10
The creature gains one negative level (Fortitude negates) and is staggered for 1 round (no save)








































No comments:

Post a Comment