Differences
This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| priority:magic:spells:tier6:freezing_sphere [2023/05/20 21:48] – created elfinlocks | priority:magic:spells:tier6:freezing_sphere [2026/03/09 22:13] (current) – Replacing Escape Artist with Acrobatics, hyperlinking elfinlocks | ||
|---|---|---|---|
| Line 7: | Line 7: | ||
| ===== Casting ===== | ===== Casting ===== | ||
| - | **Casting Time:** 1 Standard | + | **Casting Time:** 1 [[chargen: |
| **Range:** Long (400 ft. + 40 ft./CL) | **Range:** Long (400 ft. + 40 ft./CL) | ||
| Line 23: | Line 23: | ||
| ===== Description ===== | ===== Description ===== | ||
| - | Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 + 1 points of cold damage per caster level (maximum 15d6 + 15) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds. | + | Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 + 1 points of cold damage per [[priority: |
| - | If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist | + | If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 [[priority: |
| - | You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action. | + | You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a [[chargen: |
