Implosion Neutralizer
Damage: Reduced.
Saving Throw: Not applicable.
P.P.E.: Twelve
Saving Throw: Not applicable.
P.P.E.: Twelve
Effect
Implosion Neutralizer is a spell developed to contain explosions and limit damage from explosive devices. It can be cast upon any explosive devices or exploding force, including dynamite, blasting caps, hand grenades, rockets, LAWS, bazooka shells, mini-missiles, full-sized missiles, and other exploding devices and forces.
Note: Does not work on bullets, nuclear or heavy (long-range) missiles, magical fire balls, magic lightning or most area affect magic. Likewise, the magic is insufficient to stop powerful natural phenomena such as geysers, volcanic eruption, earthquakes or similar.
The magical effect is to contain the explosive force, reversing the energy to cause it to implode in such a way as to partially neutralize the explosion - reduce the radius/area affected by the explosion and the damage inflicted by half!
Special Duration: One minute per level of experience when cast on an explosive device that has not yet exploded. Instant if trying to quell an explosion the moment it happens.
In the first case, the spell caster can place the magic on any explosive device (hand grenade, dynamite, etc.) that has not been activated (pin pulled, fuse lit, timer activated, missile launched, etc.). If the explosive is activated (set to explode) after the magic is cast upon it, and while the magic duration is still active (duration has not expired), it will implode rather than explode.
If the spell caster tries to contain an explosion the instant or split second it occurs, the character must roll for initiative to see who can act first: the mage or the bomb - high roll wins (defender wins ties; in this case, the mage). If the sorcerer is successful, his spell is cast a split second before or the very second it explodes, and damage is minimized; lives saved. If he fails, the explosive goes off before he can finish the spell (no expenditure of P.P.E.), the bomb does full damage, and the mage may get caught in its blast radius!
Note: Does not work on bullets, nuclear or heavy (long-range) missiles, magical fire balls, magic lightning or most area affect magic. Likewise, the magic is insufficient to stop powerful natural phenomena such as geysers, volcanic eruption, earthquakes or similar.
The magical effect is to contain the explosive force, reversing the energy to cause it to implode in such a way as to partially neutralize the explosion - reduce the radius/area affected by the explosion and the damage inflicted by half!
Special Duration: One minute per level of experience when cast on an explosive device that has not yet exploded. Instant if trying to quell an explosion the moment it happens.
In the first case, the spell caster can place the magic on any explosive device (hand grenade, dynamite, etc.) that has not been activated (pin pulled, fuse lit, timer activated, missile launched, etc.). If the explosive is activated (set to explode) after the magic is cast upon it, and while the magic duration is still active (duration has not expired), it will implode rather than explode.
If the spell caster tries to contain an explosion the instant or split second it occurs, the character must roll for initiative to see who can act first: the mage or the bomb - high roll wins (defender wins ties; in this case, the mage). If the sorcerer is successful, his spell is cast a split second before or the very second it explodes, and damage is minimized; lives saved. If he fails, the explosive goes off before he can finish the spell (no expenditure of P.P.E.), the bomb does full damage, and the mage may get caught in its blast radius!
Related School
Invocation.
Effect Duration
Special; varies.
Effect Casting Time
1 action.
Range
Can be cast on one explosive item up to 50 feet (15.2 m) away per level of experience, or two by touch.
Level
5