Acid Geysers (3.5e Spell)
Conjuration [Acid] | |
Level: | Sorcerer/Wizard 8, Warmage 8 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One target per level per round |
Duration: | 1 round/level |
Saving Throw: | Reflex negates |
Spell Resistance: | No |
At your direction, geysers of magical acid erupt from
mystical portals created by this spell. When the spell
is cast, you select a number of targets equal to your
level that are within the spell’s range. Any targeted
creature that fails its Reflex save suffers 4d8 hit points
of damage. The corrosive action of the acid also damages
the creature’s armour (either worn or natural) and reduces
the protection it offers by 1d4 points of Armour Class.
Natural armour that is degraded will remain so until any
wounds caused by this spell have been healed. Any
worn armour degraded by this spell must be repaired.
Armour that is so badly degraded that it no longer offers
any protection is considered destroyed. Magical armour
gets a Fortitude save as usual (Core Rulebook I, chapter
8) to completely avoid any degradation.
As a free action, the caster may choose new targets each
round until the spell’s duration expires. Note that no
creature may be targeted by this spell in two consecutive
rounds.
Material Component: A diamond vial (worth at least 800 gp) filled with acid.
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