Acid Geysers (3.5e Spell)

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Acid Geysers
Conjuration [Acid]
Level: Battlemage 8
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One target per level per round
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No


At your direction, geysers of magical acid erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails its Reflex save suffers 4d8 hit points of damage. The corrosive action of the acid also damages the creature’s armour (either worn or natural) and reduces the protection it offers by 1d4 points of Armour Class. Natural armour that is degraded will remain so until any wounds caused by this spell have been healed. Any worn armour degraded by this spell must be repaired. Armour that is so badly degraded that it no longer offers any protection is considered destroyed. Magical armour gets a Fortitude save as usual (Core Rulebook I, chapter 8) to completely avoid any degradation. As a free action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.

Material Component: A diamond vial (worth at least 800 gp) filled with acid.


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