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priority:magic:spells:tier6:freezing_sphere [2026/03/09 05:23] – Replacing Move Action with Half Action, hyperlinking elfinlockspriority:magic:spells:tier6:freezing_sphere [2026/03/09 22:13] (current) – Replacing Escape Artist with Acrobatics, hyperlinking elfinlocks
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 ===== 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:magic#caster_level|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 [[priority:magic#caster_level|Caster Level]] (maximum 15d8) and is staggered for 1d4 rounds.
  
-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 check to do so.+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:skills:acrobatics|Acrobatics]] check to do so.
  
 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:common_terms#action_types|Half 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:common_terms#action_types|Half Action]].