Monday, June 5, 2017

Poisonous Evasion

Poisonous Evasion

School conjuration (teleportation) [poison, sorcery]; Level sorcerer 7

CASTING

Casting Time 1 immediate action
Components S

EFFECT

Range long (400 ft. + 40 ft./level) and 15 ft. (see text)
Target you
Area cone-shaped burst
Duration 1 round/level
Saving Throw 
Fortitude partial (see text); Spell Resistance no

DESCRIPTION

You disappear as your enemy misses, leaving a loud of poison behind.

You can only cast this spell when an adjacent enemy targets you with an attack or touch range spell and misses or you make a saving throw that negates the effect. Once cast, this spell functions like dimension door, except you cannot bring other creatures with you and you leave behind a poisonous cloud that immediately deals 1d6 points of damage per caster level (maximum 20d6; Fortitude half) and then functions as cloudkill for the duration of the spell.

Full text:

When an adjacent enemy targets you with an attack or touch range spell and misses you or you make a saving throw that negates the effect, you can cast this spell to instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load.

If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and take an additional 4d6 points of damage and the spell simply fails.

As you disappear, this spell generates a bank of yellowish green poisonous vapor, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The vapor automatically kills any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the area of the vapor).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the area of the vapor (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

The vapor moves away from where you cast the spell at 10 feet per round, rolling along the surface of the ground.

Figure out the vapor's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

A moderate wind (11+ mph) disperses the vapor in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Because the vapor is heavier than air, it sinks to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, and if this spell was cast underwater you simply teleport, without leaving the vapor behind.

 




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