Conjuration (Creation) [Acid, Fire, Electricity, Cold] Level: Forcebound 2 Components: V, S, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb Duration: Instantaneous Saving Throw: See below Spell Resistance: No An orb about 3 inches across shoots from your palm at its target, dealing 1d6 points of damage per caster level (maximum 15d6).
You must succeed on a ranged touch attack to hit your target. Acid Orb
A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1 round.
A successful Fortitude save negates the sickened effect but does not reduce the damage. A creature struck directly takes the orb's damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (but defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect. Electricity Orb A creature struck directly takes the orb's damage, and the play of electricity leaves its metal accouterments magnetized for 1 round. A creature wearing metal armor is effectively entangled and suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. If the surfaces surrounding the creature are metallic, it cannot move. Otherwise, it moves at half speed and can't run or charge. If the creature attempts to cast a spell, it must make a Concentration check (DC 15) or lose the spell. A successful Fortitude save reduces damage by half and negates the magnetism. Cold Orb A creature struck directly takes the orb's damage and is blinded by a shower of ice crystals for 1 round. A successful Fortitude save reduces damage by half and negates the blindness. |
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