Whitefyr's Battle Actions
Critical roll: 1d20
Actions | Details | Narrative | Roll | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Wizard Standard Attack | Attack with either your staff or your crossbow
|
|
||||||||||||||||||||||||||||
Wizard Full Attack | ||||||||||||||||||||||||||||||
Freezing Spread | By speaking the spell's command, your artefact will fire forth a cold fireball, in all ways identical to the Fireball spell, except dealing cold-elemental damage instead of fire-elemental damage.
The spell is may be cast 3/day as a 3rd-level spell and as a 7th-level caster, dealing 7d6 of cold damage to all targets within a 20ft-radius spread. |
Leveling the staff at your enemy, you mutter "ambë helpeliar." A dazzling ball of blue flame leaps from the crystal at the staff's tip and flies unerringly towards them, impacting with an explosion of cold fire. |
|
|||||||||||||||||||||||||||
Ice Spike | By speaking the spell's command, your artefact will launch a spike of ice at any target within 100 feet. If you hit with a ranged touch attack, the spike deals 3d6 points of cold damage.
The spell is may be cast three times per day as a 3rd-level spell and as a 7th-level caster, dealing 3d6 of cold damage to a single target. |
"Helneleg!" you yell as you aim the staff at your foe. With a blue flash from its crystal tip, a large spike of ice like an icicle spears towards the enemy. |
|
|||||||||||||||||||||||||||
Colour Spray | Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious). 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by colour spray. | A vivid cone of clashing colours springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. |
|
|||||||||||||||||||||||||||
Magic Missile | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. | A quick word, a gesture, and from your fingers darts forth four missiles of arcane force. |
|
|||||||||||||||||||||||||||
Mirror Image | Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball). While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts their or their eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded). | With a small movement of your fingers, several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. |
|
|||||||||||||||||||||||||||
Rainbow Beam | You must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.
|
As you intone the draconic words, you focus at your target through the crystal prism. From it fires a ray of swirling, multihued light drawn from radiant energies. The light's hues wind together but remain independent. |
|
|||||||||||||||||||||||||||
Fireball | A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead 328°, gold 1063°, copper 1083°, silver 962°, and bronze 950°. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. | "Fireball.... Fireball, I know it's in here somewhere..." said the daft old wizard as he leafed through his spellbook... |
|
|||||||||||||||||||||||||||
Lightning Bolt | You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. | Rubbing the fur on the amber causes a bit of static to build up, which you release with your arcane arts into a vicious bolt of lightning. |
|
|||||||||||||||||||||||||||
Sound Lance | This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell. | As you completed the draconic incantation, you unleash the final word as a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air. |
|
|||||||||||||||||||||||||||
Defenestrating Sphere | When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 ft. per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction. If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell's range. | From the pearl you hold between your thumb and ring finger erupts a cloudy grey sphere of whirling air and howling wind that flies to attack your enemies. |
|
|||||||||||||||||||||||||||
Spell_name | Spell_description | Narrative |
|
Comments