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DESICCATE
{{author
 
|author_name=Sulacu
 
|date_created=October 3rd, 2009
 
|status=Completed
 
}}
 
   
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Necromancy
{{Spell
 
|name=Desiccate
 
|school=Transmutation
 
|desc=
 
|lvl=[[SRD:Druid|Drd]] 9
 
|comp=V, S, DF
 
|casttime=1 [[SRD:Standard Actions|standard action]]
 
|range=Self
 
|dur=Instantaneous
 
|tsea=a
 
|subj=120-ft.-radius emanation.
 
|save=See text
 
|sr=Yes
 
}}
 
   
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Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2
You place your hand upon the ground, upon which a wave of desiccation ripples through the earth, destroying plantlife, hardening soil until it cracks into sandy crevices, and drying even those that are in contact with the ground to lifeless husks.
 
   
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Components: V, S, M
Within the spell's area, [[SRD:Plant Type|plants]] and creatures of the [[SRD:Water Subtype|water]] subtype must make a [[SRD:Fortitude|Fortitude]] save or be instantly dried to death, where as any living creature touching the ground simply takes 10 points of damage per [[SRD:Caster Level|caster level]] (max 200). A [[SRD:Fortitude|Fortitude]] save is allowed for half damage, but this effect cannot lower the creature's [[SRD:Hit Points|hit point]] total below 1. Creatures of the [[SRD:Earth Subtype|Earth]] subtype, creatures without physical bodies or that otherwise don't contain water, and [[SRD:Construct Type|constructs]] of non-perishable matter are unaffected by the spell. As the caster of the spell, you are likewise unaffected by it, and may designate certain areas within the spell's area to be exempt of the spell's effects.
 
   
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Casting Time: 1 standard action
''Structures and Rock Formations:'' Desiccate dries up any earth, soil and foliage, and is capable of shattering even stone and most hard minerals, rendering them to sand and dust. Even structures such as houses and bridges, as well as naturally occurring elevations such as cliffs can be collapsed or destroyed. The caster may designate what parts of a structure or natural formation to affect and what parts not to affect. In case of a structure larger than the spell's area, only the part of the structure within the area may be affected, although the rest of the structure can still collapse due to severe damage. Any creature caught inside a collapsing structure or cliff, or situated on a structure or cliff during collapse, takes 10d6 points of bludgeoning damage ([[SRD:Reflex|Reflex]] DC 20 half), modified by any appropriate falling damage, and is pinned beneath the rubble (see below).
 
   
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Range: Close (25 ft. + 5 ft./2 levels)
''Solid Ground:'' Upon solid ground (either strong soil or stone), fissures open upon the ground, widening as the earth erodes into shoals of packed sand. Rivers, lakes, canals and marshes likewise start to dry up, water draining away in large crevices below them before drying out completely. Each creature standing in such areas must make a DC 20 [[SRD:Reflex|Reflex]] save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one ([[SRD:Reflex|Reflex]] DC 20 to avoid a fissure). Unlike the [[SRD:Earthquake|earthquake]] spell, such desiccated crevices do not grind shut, but the loose shoals of rock cause creatures caught within them to be pinned beneath the rubble (see below). The caster can freely designate safe zones that do not collapse.
 
   
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Target: One living creature
''Underground Areas:'' When cast within a system of caverns or a dungeon, the caster may mentally designate any area within the area of his spell to collapse in on itself, dealing 10d6 points of bludgeoning damage to any creature caught under the cave-in ([[SRD:Reflex|Reflex]] DC 20 half) and pinning that creature beneath the rubble (see below).
 
   
 
Duration: Instantaneous
''[[SRD:Pinned|Pinned]] beneath Rubble:'' Any creature pinned beneath rubble takes 1d6 points of [[SRD:Nonlethal Damage|nonlethal damage]] per minute while pinned. If a pinned character falls [[SRD:Unconscious|unconscious]], he or she must make a DC 15 [[SRD:Concentration Skill|Constitution]] check or take 1d6 points of lethal damage each minute thereafter until freed or [[SRD:Dead|dead]].
 
   
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Saving Throw: Fortitude partial
Crystalline forms of minerals and composite materials like glass are unaffected by the spell, and so are any forms of worked metal. As such, the spell cannot be invoked in areas made predominantly of such substances, nor can it invoke any environmental effects in such areas.
 
   
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Spell Resistance: Yes
   
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You evaporate moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 5d6) and making it dehydrated (see page 15). A successful Fortitude save results in half damage and negates the dehydration. A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4). Material Component: A pinch of dust.
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{{3.5e Cleric Spells Breadcrumb}}<br/>
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User Sulacu]]
 
[[Category:Spell]]
 
[[Category:Evocation School]]
 
[[Category:Good Effect]]
 
[[Category:Fire Effect]]
 
[[Category:Druid 9]]
 

Latest revision as of 07:41, 10 October 2016

DESICCATE

Necromancy

Level: Cleric 2, druid 2, sorcerer/wizard 2, Thirst 2

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

You evaporate moisture from the body of a living creature, dealing it 1d6 points of dessication damage per two caster levels (maximum 5d6) and making it dehydrated (see page 15). A successful Fortitude save results in half damage and negates the dehydration. A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4). Material Component: A pinch of dust.