Mana: 3
Casting Time: 1 Standard Action
Range: 100’
Target: 5 ft. diameter sphere
Duration: 2 rounds per mana
Avoidance: Dodge for half
SpecialA special success if the roll is equal to or less than 1/5 t... More: Double damage, CriticalThis is the result of a skill check roll that is 1/20 (or 5%... More: Max damage
Type: Damage
A globe of elemental energy rolls in whichever direction you point, and strikes a target. It moves 30 ft. per round. If it enters a space with a creature, it stops moving for the round and deals an effect based on the elemental type. An Elemental SphereMana: 3 Casting Time: 1 Standard Action Range: 100’ Target... More rolls over barriers less than 4 ft. tall. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over.
An Elemental SphereMana: 3 Casting Time: 1 Standard Action Range: 100’ Target... More gains the following powers based on the type of element.
- 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 and does 3d6 damage to creatures of the elemental type fire.
- Ice slows creatures by 1/2 and does 2d6 cold damage.
- Earthen spikes impale the target for 2d6 damage. Caster may try to surround and grapple the target with the Sphere with a successful Heroic action (Intellect vs target Agility). If successful, the target is grappled and the sphere can not move until the target is let loose.
- Electricity does 2d6 damage, with an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
- Air causes a Medium or smaller target to lift into the air 10’ and crash down for 1d6 damage. The target can be moved up to 10 ft. and lands prone. This increases by 10’ and 1d6 damage per mana.
The Elemental SphereMana: 3 Casting Time: 1 Standard Action Range: 100’ Target... More moves as long as you actively direct it (Concentration); otherwise, it merely stays at rest. The surface of the Sphere has a soft, yielding consistency and so does not cause damage except by its elemental energy. It cannot pushMana per Level: 1 Casting Time: 1 Standard Action Range: 60... More aside unwilling creatures or batter down large obstacles. An Elemental SphereMana: 3 Casting Time: 1 Standard Action Range: 100’ Target... More winks out if it exceeds the spell’s range. Each mana level gives the effect +1d6.
Spellcraft failure: The spell fizzles, and mana is lost.