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priority:magic:spells:tier2:flaming_sphere [2025/02/18 11:41] – [Description] reonpriority:magic:spells:tier2:flaming_sphere [2025/11/30 21:32] (current) elfinlocks
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 **Casting Time:** 1 Half Action **Casting Time:** 1 Half Action
  
-**Range:** Medium (25ft. + 5 ft./2 CL)+**Range:** Close (25ft. + 5 ft./2 CL)
  
 ===== Effect ===== ===== Effect =====
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 When this spell is learned you must select Fire, Electricity, Acid, Cold or Sonic. That is the elemental damage dealt. You may learn this spell additional times, each time selecting a new element. When this spell is learned you must select Fire, Electricity, Acid, Cold or Sonic. That is the elemental damage dealt. You may learn this spell additional times, each time selecting a new element.
  
-Elemental Spray deals 1d6 points of Elemental damage per MP spent, up to a maximum of number of dice equal to your Caster Level. Example: At CL 10 Mike spends 10 MP to cast a 10d6 Flaming Sphere that does 10d8 points of Fire damage when entering a creature's square.+Elemental Sphere deals 1d6 points of Elemental damage per MP spent, up to a maximum of number of dice equal to your Caster Level. Example: At CL 10 Mike spends 10 MP to cast a 10d6 Flaming Sphere that does 10d8 points of Fire damage when entering a creature's square.
  
 A energized ball of elemental power rolls in whichever direction you point and harms those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals damage to that creature, though a successful Reflex save halves that damage. If a creature fails the Reflex save, they take full damage from the Sphere. An elemental sphere rolls over barriers less than 4 feet tall. A energized ball of elemental power rolls in whichever direction you point and harms those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals damage to that creature, though a successful Reflex save halves that damage. If a creature fails the Reflex save, they take full damage from the Sphere. An elemental sphere rolls over barriers less than 4 feet tall.
  
 The sphere moves as long as you actively direct it as a Half Action; otherwise, it merely stays at rest and damages anyone who enters it's square. The sphere itself is purely made of energy, and due to this it cannot push aside unwilling creatures or batter down large obstacles. An elemental sphere winks out if it exceeds the spell’s range. The sphere moves as long as you actively direct it as a Half Action; otherwise, it merely stays at rest and damages anyone who enters it's square. The sphere itself is purely made of energy, and due to this it cannot push aside unwilling creatures or batter down large obstacles. An elemental sphere winks out if it exceeds the spell’s range.