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Cloudkill
Range: 100 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft. cloud
Saving Throw: None
Weight: 0
Clouds of death stream forth from the caster and
send those not strong enough on a free journey to
their deserved plane of rest.
A billowing cloud of toxic vapors are created
that is so deadly that it will slay any creature
with fewer than 4+1 HD, cause creatures with 4+1
to 5+1 HD to roll saving throws vs. poison at -4
penalties or be slain, and creatures up to 6 HD
to roll unmodified saving throws vs. poison or be
slain! Those above 6 HD suffer 1-10 pts. |
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Cone of Cold
Range: 30 feet
Duration: Instant
Speed: 5
Area of Effect: Special
Saving Throw: 1/2
Weight: 0
Extreme cold blasts forth and welcomes your
enemies in its freezing embrace.
This spell shoots forth a cone-shaped area of
extreme cold from the caster's hand in a 30
ft.-long cone. It deals 1-4 +1 pts. of damage per
level of the caster to a maximum of 10-40 +10
pts. |
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Desert Hell
Range: 50 feet
Duration: Instant
Speed: 5
Area of Effect: 50 x 50 ft.
Saving Throw: 1/2
Weight: 0
'Hell' is an oft-debated term. Some say Hell is
Baator. Others, the Abyss. This spell proffers
that nothing could be worse than the endless
dunes and scorching heat of the desert.
This spell summons the scorching heat of the
desert planes to scorch all enemies within sight.
Enemies within range must save vs. spell or
spontaneously combust for 4-40 pts. of damage.
Even if they have they still take half damage
from the searing heat. |
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Fire And Ice
Range: 150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe
Saving Throw: Special
Weight: 0
A red sphere of Fire and a blue sphere of Ice
shall streak forth and quickly strike down the
target of your choosing.
This spell summons 2 crystal spheres (one red,
one blue) that strike a specified target. Upon
impact, the red sphere explodes into a fireball
30' radius that inflicts 3-18 pts. of fire damage
upon all w/in range, while the blue sphere
explodes in the same area of effect, causing 3-18
of cold damage to all w/in range. A successful
saving throw vs. spell halves the damage. |