Date: Fri, 27 Aug 1993 16:24:20 PDT Reply-To: Scott Brogley Subject: SPELL: GrecoInflamitus or the Spartan Bar-B-Q hi all, I should be working but... Please give me your opinions on the following spell. Any and all comments on gramer, spelling, spell effects, spell peramiters, etc. will be welcome. And since it _IS_ a fire spell I can't very well booha flames can I? Scott- sbrogii@tymnet.com ******************************************************************************** Mage Spell level 6 School: Conjuring/Summoning GrecoInflamitus or the Spartan Bar-B-Q Spell Level: 6 School: Conjuring/Summoning Casting Range: 5 yards for every level of the spell caster Save: special, 1/2 duration: special, 1 round for every level of the caster Area of Effect: special, 1 foot radius sphere per level of the spell caster Components: VSM Material Components: pitch/tar qv., sulphur, saltpeter, magnesium/phospherus qv., oil/alcohol qv. Spell Effect: This spell creates within its area of effect a sticky incredibly hot material that adheres to whatever it touches. this material erupts into flame when in an oxygen atmosphere and will not be extinguished by fire AND will cause damage even when not flaming due to its incredible heat. It is only extinguished by the consumption of its fuel or application of enough cold to stop the reaction. once warmed back up it will reignite. ie. you can't put it out it must burn out. Game Mechanics: Effect 1: fireball. the spell effect may be created up to 10 yards away from the caster for every level of said caster. The initial area of effect is a sphere of 1 foot in radius for every level of the caster. The initial damage caused by the spell is 1d4 +2hp fire/heat damage for every level of the caster, save versus spell for 1/2 damage. Effect 2: The gift that keeps on giving. Everyone within the initial area of effect who missed their save verses spell will take 1d4 +(casters level)hp heat/fire damage from the superheated paste adhering to their person. This damage continues for the casters level in combat rounds irrespective of where the individual moves. A save versus dragon breadth will result in 1/2 damage. Two consecutive saves will indicate that the paste has burned out (the save versus the initial fireball counts towards these two consecutive saves) and no more damage will be sustained from the paste. Effect 3: Splish Splash.... An area of 5 feet around the initial fireballs area of effect is prone to having paste thrown out to it by heat vorticies, thrashing victims, etc. Anything subject to heat damage must save versus dragon breadth (those with a dex bonus versus directional attacks get that bonus) or suffer 1d4 +(casters level)hp heat/fire damage from being struck by the superheated paste. A save versus dragon breadth will result in 1/2 damage. One save will indicate that the paste has burned out and no more damage will be sustained from the paste. Effect 4: FIRE! inanimate objects touched by the paste (or anyone with paste on them) must save versus normal fire or begin combustion. PCs/NPCs/Monsters must save versus petrification or be burned for 1d4 fire damage. Effect 5: lingering... This stuff is nasty in that it will only be safe if it is left to burn itself out indicated by the spell duration of open flaming, or the indicated saves. If extinguished by reduction in temperature to -5degrees celcius/+23degrees farenheit, or by magical means which end flame/heat, the paste will lie dormant until it heats up or is given oxygen. Then the paste will then burn for the remainder spell duration. copyright Scott William Brogley 1993, cuz I like it. permition granted to copy, print, use in game, disseminate in any form you care to, etc. as long as you give my imagination the credit it occasionally deserves by saying where you got it from, ie. sbrogii@tymnet.com by way of adnd-l.