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Nemesis unleashed volume II 73

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 CHA damage to both creatures on a success or one point each of temporary CON and CHA damage to each creature on a failed attempt It is possible to surgically separate conjoined creatures; doing so requires a Heal check with a DC equal to 10 + the spell’s caster level and requires 2d6 hours work The surgery inflicts 1d8 points of permanent CON and CHA drain on a success and half that amount on a failed attempt, which leaves the victims conjoined If either target succeeds on a REF save, they leap clear of each other before their flesh fully fuses, and both targets instead merely take 1d8 points of temporary CON and CHA damage, as large sections of their skins are flayed from their bodies Downpour of FIlth School conjuration (acid, skatto) Level druid 7, witch Casting Time one standard action Components V, S Special Requirement Caster must possess the Wards of Filth feat Range long (400 ft + 40 ft/level) Duration round/two levels Saving Throw FORT partial (see text) Spell Resistance No Muddy clumps of still-hot shit drips upward from the casters outstretched hand, in defiance of gravity and logic Then suddenly grey clouds and a cloying mist gather, and endless waves of shit fall from the sky When you cast downpour of filth, you must expend a daily use of your Wards of Filth feat You create a zone of shit with a 100 ft spherical diameter anywhere up to the spell’s maximum range Within this zone, the rain of shit provides improved concealment, and fallen shit functions identically to a grease spell All creatures and objects within this zone suffer 5d6 + 1d6 per two/levels acid damage (max 15d6 acid) and are considered nauseated as long as they remain in this zone and for 1d4 rounds after leaving it A successful FORT Save each round halves the acid damage and prevents nausea for that round, but the save must be repeated each round the creature remains in the zone Overdesign School transmutation Level alchemist 4, druid 4, witch Casting Time one standard action Components V, S, M (a vial of mutagenic or occult chemicals, worth 50 gp/DC 7) Range close (25 ft + ft/level) Duration round/ two levels Saving Throw FORT partial (see text) Spell Resistance Yes You twist a creature’s genome, overloading their bodies with so many clashing beneficial mutations they become a crippling burden Within seconds, your victim becomes a quivering and helpless mess of wings, additional limbs and incoherent new organs For the spell’s duration, each round the target gains a randomly chosen Gift of Nature but also suffers 1d4 points of temporary DEX damage A successful FORT Save prevents the target from acquiring a Gift of Nature or suffering DEX damage that round, but this save must be repeated on each round of the duration A target reduced to zero DEX by these mutations becomes paralyzed and helpless, only able to take purely mental actions Despite their increasing clumsiness and disorientation, the spell’s target can use any granted Gifts of Nature normally for the spell’s duration Soul Freeze School evocation (cold) Level druid Casting Time full round action Components V, S Range mile radius + mile per caster levels Duration round/level (D) Saving Throw FORT partial Spell Resistance Yes You open a portal behind the clouds, unleashing a snowstorm for the ages, summoned from the coldest corner of Multiverse Everything in the path of the snow freezes and shatters All creatures and objects within the range of the soul freeze suffer 1d6 points of cold damage per two caster levels Each round of exposure inflicts 1d6 points of DEX damage, and reduces the target’s land speed by 10 ft A successful FORT Save halves the cold damage, and negates that round’s DEX damage and reduction in base land speed Once the spell ends, lost DEX and land speed returns at the rate of DEX or 5ft landspeed per minute Creatures reduced to either DEX or ft land speed by this spell freeze completely, transforming into an icy statute, as if by flesh to stone, save that the target is transformed to ice rather than rock The soul freeze deposits roughly half an inch of snow and ice per round, which melts normally and remains after the spell’s duration expires

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