Poisonous Evasion
CASTING
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
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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