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Tuesday, March 11, 2014

Spell: Chartreuse Chasm

Chartreuse Chasm (Lesser)
Level: 4
Duration: 6 turns
Range: 0

Once cast, this spell can be held in reserve for 1d4 turns per level of the caster. If it is not cast at teh end of that time, the spell is lost as though miscast.  to trigger the spell, the caster must touch a spot on the ground where a jagged chasm opens up before them, spilling forth noxious greenish-yellow fumes and extending in a rough arc approximately 10 feet wide by 20 feet long, to a depth of 30 feet. The location of the chasm begins at the point designated by the caster, but can be extended out from tehre in any direction as they choose. Those falling into the chasm suffer 1d4 damage per round exposed to the corrosive vapors and are effectively blinded while within the chasm. At the end of the duration of the spell, those still caught within the chasm are forcibly ejected in a random direction and incur an additional 2d4 damage. The blindness effect wears off within 1d4 rounds after leaving the chasm.

Chartreuse Chasm (Greater)
Level: 6
Duration: 8 turns
Range: 0

The chasm called forth by this spell extends 10' per level of the caster in any combination of either width or length as they desire, and reaching a depth of 20 feet per level of the caster. The fumes released by this chasm extend out to 10 feet from each edge, and cause 1d6 damage per round to those exposed to them. Falling into the chasm causes 3d6 damage, plus an additional 2d6 damage per round, as well as forcing a Save against blindness, which becomes permanent on a failed Save. At the end of this spell those still caught within the chasm must make a successful Save or else be buried 1d4x10 feet below the surface where they are left to suffocate or dig themselves out.

Note: The blindness caused by this spell grants the victims a permanent ability to sense the presence of corrosive substances within 30'. this uncanny after-effect persists even if the blindness is somehow cured by spells, potions or whatever.

2 comments:

  1. ... and this one for the ejection and the slight gain even in the loss, as well as for the possible after effects on the landscape.

    ReplyDelete
    Replies
    1. Terrain effects can be fun to throw at opponents, and in this case to introduce spontaneously.

      Delete

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