Level: 4 Range: Varies Duration: Varies Casting Time: 1 Round Save: DEX
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General: The caster becomes a walking natural disaster, flames leap and snap, burn and blacken all around. A living, breathing, all consuming heat horror stalking the wastelands using all for fuel.
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Manifestation: Roll 1d4:(1) The caster starts to steam, tendrils of flesh scented smoke pour off the caster; (2) The casters hair erupts in a blaze, red hot tendrils curl in the air; (3) The casters skin blackens and cracks, magma red veins network across the skin; (4) The caster becomes an all consuming, living flame scorching the land;
Corruption: Roll 1d8: (1) The caster smells of ash and smoke permanently; (2) The casters internal temperature rises, the caster will slowly burn anything worn or held after a period of time; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.
Misfire: Roll 1d3:(1) The caster scorches everything around them for 2D6 damage or half on a failed DEX save; (2) The caster burns all flammable material around them in a 30' radius; (3) The caster's body overloads, on a failed CON save the caster ignites and explodes dealing 6D6 damage to all around in a 60' radius ;
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1: Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint, (1-2) corruption, (3) patron taint (or corruption if no patron), (4+) misfire.
2 - 11: Lost. Failure.
12 - 13: The caster flash fires the ground dealing 1D6 to all targets within 20' half damage on a successful DEX save.
14 - 17: The caster flash fires the ground dealing 1D8 to all targets within 20' half damage on a successful DEX save.
18 - 19: The caster flash fires the ground dealing 2D6 to all targets within 30' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D3 turns.
20 - 23: The caster flash fires the ground dealing 2D8 to all targets within 30' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D3 turns.
24 - 27: The caster flash fires the ground dealing 2D10 to all targets within 45' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns.
28 - 29: The caster flash fires the ground dealing 3D6 to all targets within 45' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns, the targets weapons super heat effectively disarming the target for the duration.
30 - 31: The caster flash fires the ground dealing 3D8 to all targets within 60' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D4 turns, the targets weapons super heat effectively disarming the target for the duration.
32+: The caster flash fires the ground dealing 4D8 to all targets within 100' half damage on a successful DEX save. Any targets that failed the save are also blind for 1D5 turns, the targets weapons super heat effectively disarming the target for the duration.
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