Xiltyn's Explosion
by William Bolitho (William.Bolitho@asu.edu) on 96/05/09
From the Spellbook of Quevven Xiltyn
Half-elf (ice) Fighter/Mage (8/9)
- Level
- 3
- School
- Evocation
- Sphere
- Range
- 10 yds/lev
- VSM
- V,S,M
- Dur
- instantaneous
- CT
- 4
- AE
- 30' radius
- ST
- 1/2
Spell description
This spell creates an explosion, which detonates at a point designated by
the caster with a loud thunderclap. It delivers damage proportional to the
level of the wizard who cast it -- 1D6 points of damage for each experience
level above the first to a maximum of 9D6. This maximum damage is only applied
to creatures within 10' of the burst point. In addition, every object in
this inner 10' radius sphere has to save vs. crushing blow or be destroyed
(or damaged, depending on the object). Objects carried by creatures who
made their saves are automatically successful. Creatures up to 20' take
two dice of damage less than those in the central zone. Objects here do
not have to save. In the outer zone, creatures take 1D6 points of damage.
If a creature is in more than one zone, then the modifiers and damages for
the inner zone which it occupies are taken. A successful saving throw vs.
spell reduces the damage to 1/2. In the whole area of effect, all creatures
have to save vs. their dexterity. In the central zone, this check is -5,
in the middle zone at -3 and in the outer zone it is a normal dexterity
check. This check gets the creature size initiative modifier as a bonus.
If the save vs. spell was successful, this dexterity check also gets a bonus
of +2. If this dexterity check was unsuccessful, the creature falls to the
ground, if standing, or is blown away if flying. The material component
is a pinch of salpeter.
Created using Sylvain Robert's form by the person whose name appears
at the top of the page. Compiled for the Wanderer's WWW server. Site managed
by Sylvain Robert