Monday, June 5, 2017

Force Storm

Force Storm

School evocation and necromancy [force, onerous, sorcery]; Level sorcerer 9

CASTING

Casting Time 1 standard action
Components S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect cyclone of force 10 ft. wide at base, 30 ft. wide at top, and 100 ft. tall
Duration 1 round or more (see text)
Saving Throw
Reflex partial (see text); Spell Resistance yes

DESCRIPTION

Bolts of force swirl in the area like a deadly tornado, stealing energy from each enemy to empower themselves.

This spell creates a storm of force and negative energy that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the storm’s every movement or specify a simple program. Directing the storm’s movement or changing its programmed movement is a standard action for you. The storm always moves during your turn. If the storm exceeds the spell's range, it moves in a random, uncontrolled fashion for the duration of the spell. (You can't regain control of the storm, even if it comes back within range.)

Any creature that comes in contact with the spell effect must succeed on a Reflex save or take 8d6 points of force damage. In addition, the storm produces bolts of negative energy which can fire inside or outside the storm. Roll 1d6 to determine how many of these bolts have a chance or striking a target nearby. The negative energy bolts have a range of 60 feet and randomly target creatures within that range. Resolve this as a ranged touch attack using your base attack bonus (none of your modifiers are added to this roll). Any creature struck gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack. These negative levels cannot become permanent and lost levels are regained after 24 hours.

As creatures are drained of energy, the storm’s intensity and duration increases. For every negative level assigned to a creature add one additional die of force damage (maximum 20d6) and 1 round to the spell duration.

An undead creature struck by a negative energy bolt gains 1d4 x 5 temporary hit points for 1 hour.


Creatures inside the storm have concealment from those outside it and vice versa.




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