Mana per Level: 2
Casting Time: 1 Standard Action
Range: Varies
Target: AoE 10’ Radius Sphere per mana level
Duration: 1d4 rounds
Avoidance: Dodge for half
SpecialA special success if the roll is equal to or less than 1/5 t... More: No saveRolling a characteristic to resist an effect or spell. More
Type: Damage
A magical force or a chosen element (fire, water, earth, air, ice, or electricity) rains down from above in the area of effect. This spells needs space above the ground of at least 30’ (meaning it can not be cast inside rooms or cramped dungeons).
2 Mana: 1d4+1 damage, 10 ft. radius sphere, 50 ft. range.
Each additional level adds 1d4+1 damage, 5’ to the radius sphere, and 15’ to the range.
Targeting: A caster must target a single square and then successfully roll a Spot skill check to hit that target. If the Spot skill fails, roll 1d8, and the spell lands in an adjoining space. To determine the direction, the closest space to the spellcaster being 1 and rotating clockwise. To determine how far from the intended target space, it is equal to 5’x the spells damage dice away from the target space. On a fumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More (100), the spell centers on the caster. For more see Targeting AoE Spells previously in this chapter.
If the spell is imbued with an element, the spell also causes the Elemental Effect to any target that it does damage to.
- Fire causes flammable items to catch fire and burn. Low melting point metals melt. Target gains the On Fire effect.
- Water puts out mundane fires or dilute acid.
- Ice slows creatures by 1/2. Effort saveRolling a characteristic to resist an effect or spell. More to negate.
- Earth covers the objects in dust and dirt, outlining any invisible objects or creatures.
- Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
- Air knocks SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More 20 or smaller creatures prone. Agility saveRolling a characteristic to resist an effect or spell. More to negate falling.
Spellcraft failure: Roll 1d8, and the spell lands in the adjoining space from the target space, with the closest space to the spellcaster being 1 and rotating clockwise. For a fumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More, the spell centers on the caster.
Spellcraft FumbleA roll of a 100 is a fumble. Fumbles never yield any benefic... More: The spell targets the caster.