Transmute: Glass in Gailardia | World Anvil
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Transmute: Glass

School: Transmutation
Sub-School: None
Descriptor: Earth
Ritual: No
Level: Arcane 7th
Components: Material, Somatic & Verbal
Casting Time: Standard
Range: Medium
Effect/Target: Two 10ft Cubes of Sand
Duration: Permanent, see text
Saving Throw: See Text   All natural, uncut, or unworked sand in the area transmute into molten glass.
All creatures in the affected area must make a Dexterity saving throw.  
  • On a failed save, the creature's Speed is reduced to 5 (or 10 if they are an Earth creature), and is considered Hindered and Vulnerable.
    If a creature is somehow unable to escape the area on their next Turn, they automatically fail their save.
  • On a successful save, the creature is only affected by Soft difficult terrain, if they can somehow escape the area on their next Turn.
If a creature is only partially in the affected area, such as a Large creature, their Speed is only affected by the difficult terrain, but otherwise suffer the same penalties, depending on their save.   Regardless of their save, any creature in the affected area takes 10d6 Fire damage at the start of their Turn.   The glass cools down over a period of 10 Rounds, reducing the Fire damage by a single die each Round.
After 6 Rounds, the glass can trap creatures still in the affected area.
Breaking free requires a Full action to perform a DC 20 Strength check, or any normal action to Attack the glass.
The creature takes 1d6 Piercing damage upon breaking free.   A trapped creature is considered Hindered, has Disadvantage on Dexterity saves and checks, and has a Speed of 0.
A trapped creature underneath the surface begins to Suffocate and Drown.   Material Component: Radiant Blazing Phiryte with a value of 500g

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