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Sandy petersens cthulhu mythos 131

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check against any creature it strikes: the wave’s CMB that you have prepared from your spellbook at least is equal to your caster level + your relevant spellcasting once before You must have a spell slot open or lose an ability score modifier (whichever is highest) + (for available prepared spell slot of the appropriate level or the wave’s size) If this CMB check defeats a creature’s higher CMD, the creature is knocked prone and carried along by the wave A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave to be deposited in a pile at the end of the wave’s journey Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through their spaces; if this is enough to destroy the object or structure, the remains are carried along by the wave Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent damage caused by the wave hitting a creature A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed You may direct the whirlpool to eject any carried creatures whenever you wish, in whatever direction you wish A boat that is equal in length to or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current If the boat's captain makes a DC 25 VOORISH SIGN Profession (sailor) check, or if the boat is longer than School transmutation; Level magus 5, wizard Casting Time standard action Components V, S, F (your spellbook) Range personal Target you Duration instantaneous the vortex's width, the boat takes only half damage and This spell taps into your deep memories of magic You instantly prepare any single spell of 4th level or lower 124 VORTEX School evocation [water]; Level druid 7, shaman 7, sorcerer/ wizard Casting Time standard action Components V, S, M/DF (a stirring spoon) Range long (400 ft + 40 ft./level) Effect whirlpool 50 ft deep, 30 ft wide at top, and ft wide at base Duration round/level (D) Saving Throw Reflex negates, see text; Spell Resistance yes Source Pathfinder Roleplaying Game: Advanced Player’s Guide is not caught up by the vortex WAVE OF OBLIVION School enchantment (compulsion) [mind-affecting]; Level bard 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist Casting Time standard action

Ngày đăng: 24/10/2022, 19:58