Magma Pit (3.5e Spell)

The very earth boils in response to this spell, transforming into seething magma that sears flesh and can destroy flammable materials and metals with a low melting point (such as lead, gold, copper, silver, or bronze). Creatures in the area of effect suffer 2d6 hit points of damage plus an additional 1d6 per two caster levels (Fortitude save for half damage), move at half normal speed, and may not run as their lower legs become mired in magma. Creatures of Huge size or larger do not suffer the reduction in speed or prohibition against running, but take damage as normal. Any creature of the cold type suffers double normal damage and must immediately begin moving out of the area of effect if possible. When the area of effect is moved, the ground immediately cools and any creatures caught in the original area of effect stop suffering damage. Creatures mired in magma are left unhindered when the area of effect is moved.

Magma Pit
Transmutation [Earth, Fire]
Level: Sorcerer/Wizard 5, Warmage 5
Components: V, S, M
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Mobile Emanation, 20 ft. radius
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: No

Material Component: A chunk of igneous rock rolled in ruby dust (200 gp value).


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