Difference between revisions of "User:Luigifan18/Suddenly Poop Train (3.5e Spell)"
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|subschool=Summoning | |subschool=Summoning | ||
|desc=<!-- spell descriptors; ex: Fire --> | |desc=<!-- spell descriptors; ex: Fire --> | ||
− | |lvl=Blighter 3, Sorcerer/Wizard 3, Train | + | |lvl=Blighter 3, Sorcerer/Wizard 3, Train 3 |
|comp=V, S, M, F | |comp=V, S, M, F | ||
|casttime=1 full-round action | |casttime=1 full-round action | ||
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If the poop train collapses on a creature, that creature is completely buried beneath the poop and must hold its breath (though the poop doesn't remain long enough to carry a risk of [[SRD:Environment#Suffocation|suffocation]]). (Incidentally, because the poop train buries the creature it knocks prone, [[Ukemi (3.5e Feat)|Ukemi]] can't be used to stay upright.) A creature buried in the poop must succeed on a [[Fortitude]] saving throw or be [[SRD:Nauseated|nauseated]] for as long as it remains buried in the poop and for 2 rounds thereafter; if the [[Fortitude]] save succeeds, it will instead be [[SRD:Sickened|sickened]] for that same length of time. A buried creature can dig its way out as a full-round action with a DC 13 [[Strength]] check. A new [[Fortitude]] save is required each round that a creature remains buried in the poop. | If the poop train collapses on a creature, that creature is completely buried beneath the poop and must hold its breath (though the poop doesn't remain long enough to carry a risk of [[SRD:Environment#Suffocation|suffocation]]). (Incidentally, because the poop train buries the creature it knocks prone, [[Ukemi (3.5e Feat)|Ukemi]] can't be used to stay upright.) A creature buried in the poop must succeed on a [[Fortitude]] saving throw or be [[SRD:Nauseated|nauseated]] for as long as it remains buried in the poop and for 2 rounds thereafter; if the [[Fortitude]] save succeeds, it will instead be [[SRD:Sickened|sickened]] for that same length of time. A buried creature can dig its way out as a full-round action with a DC 13 [[Strength]] check. A new [[Fortitude]] save is required each round that a creature remains buried in the poop. | ||
− | The collapsed poop train continues to act as a wall, 15 feet high and 10 feet thick, from its starting point to the point of the collision; however, it is no longer moving, and is therefore susceptible to damage. Each 10-square-foot segment of the poop train has 1d4 hit points per caster level and hardness 0. Water-based attacks (including effects with the [Water] descriptor and natural weapons of water-based creatures, such as [[SRD:Water Elemental|water elementals]]) do double damage to the poop train. The poop train can also be climbed; it is treated as a very slippery surface, so the [[SRD:Climb Skill|Climb]] DC is 20. The collapsed poop train requires [[Fortitude]] saves versus [[SRD:Sickened|sickness]] from any creature that moves to within 10 feet of it, just as it would while moving. Likewise, any creature that touches the poop train (such as by attacking it with unarmed strikes or natural weapons, or attempting to climb it) must make a [[Fortitude]] save or be [[SRD:Nauseated|nauseated]] for 1 round; success on the [[Fortitude]] save reduces the result to being [[SRD:Sickened|sickened]] for 1 round. A creature can only be forced to make each of these saves once per poop train, no matter how many times they approach or touch it. The collapsed poop train loses one-third of its hit points each round, dissolving into formless goop on the third round. This automatically frees any creature that still happens to be buried under the poop train's remains. | + | The collapsed poop train continues to act as a wall, 15 feet high and 10 feet thick, from its starting point to the point of the collision; however, it is no longer moving, and is therefore susceptible to damage. Each 10-square-foot segment of the poop train has 1d4 hit points per caster level and hardness 0. Water-based attacks (including effects with the <nowiki>[</nowiki>[[Special:SearchByProperty/Descriptor/Water|Water]]<nowiki>]</nowiki> descriptor and natural weapons of [[Special:SearchByProperty/Subtype/Water|water-based]] creatures, such as [[SRD:Water Elemental|water elementals]]) do double damage to the poop train. The poop train can also be climbed; it is treated as a very slippery surface, so the [[SRD:Climb Skill|Climb]] DC is 20. The collapsed poop train requires [[Fortitude]] saves versus [[SRD:Sickened|sickness]] from any creature that moves to within 10 feet of it, just as it would while moving. Likewise, any creature that touches the poop train (such as by attacking it with unarmed strikes or natural weapons, or attempting to climb it) must make a [[Fortitude]] save or be [[SRD:Nauseated|nauseated]] for 1 round; success on the [[Fortitude]] save reduces the result to being [[SRD:Sickened|sickened]] for 1 round. A creature can only be forced to make each of these saves once per poop train, no matter how many times they approach or touch it. The collapsed poop train loses one-third of its hit points each round, dissolving into formless goop on the third round. This automatically frees any creature that still happens to be buried under the poop train's remains. |
''Material Component:'' An ounce of dung. | ''Material Component:'' An ounce of dung. | ||
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{{3.5e Blighter Spells Breadcrumb}}<br/> | {{3.5e Blighter Spells Breadcrumb}}<br/> | ||
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/> | {{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/> | ||
− | {{3.5e Train Domain | + | {{3.5e Train Domain Breadcrumb}} |
− | |||
[[Category:3.5e]] | [[Category:3.5e]] | ||
[[Category:User]] | [[Category:User]] | ||
[[Category:Spell]] | [[Category:Spell]] | ||
{{Navboxes}} | {{Navboxes}} |
Latest revision as of 00:02, 19 April 2019
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Conjuration (Summoning) | |
Level: | Blighter 3, Sorcerer/Wizard 3, Train 3 |
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Components: | V, S, M, F |
Casting time: | 1 full-round action |
Range: | Close (25 ft. + 5 ft./2 caster levels) |
Area: | 120-foot line, 10 feet wide, until interrupted |
Duration: | 1 round or until interrupted, then up to 3 rounds; see text |
Saving Throw: | Reflex partial, Fortitude partial; see text |
Spell Resistance: | No |
“ | I'M THE CONDUCTOR OF THE POOP TRAIN!!!!! | ” |
—Krieg, human berserker, inadvertently inspiring the creation of this spell |
As you finish casting the spell, a gate opens, releasing a high-speed train made of poop which rushes forward upon grungy ethereal rails. Creatures within the path of the poop train are slammed at high speed, taking 1d4 points of magic bludgeoning damage per 2 caster levels (maximum 5d4 at caster level 10) and are knocked prone, with a Reflex save to halve the damage and negate getting knocked prone, though they are forced to the left or right of the poop train. If they cannot move to the side (due to insufficient space or being outright immobile), they are rendered prone even on a successful save. The poop train, being made of poop, is rather soft and fragile, and its high speed doesn't help matters any; thus, the line ends as soon as it knocks a creature prone (see next paragraph for details).
The length of the poop train barrels through for 1 full round (unless the poop train collides with something), creating a 10-foot thick wall 15 feet high. All creatures within 10 feet of the wall (including you) must succeed on a Fortitude save or be sickened for 1 round. Despite its aforementioned softness, the wall cannot be reasonably damaged, as damaged sections of train are swept away by the eternally advancing wall of additional cars. The poop train travels in a straight line on filthy ghostly rails (even through mid-air), unless it collides with a creature or object, in which case it collapses and covers whatever it collided with in its mass. The poop train is only considered to collide with a creature if it is unable to get out of its way (either due to failing its Reflex save, being immobilized, or having no valid space to move to).
If the poop train collapses on a creature, that creature is completely buried beneath the poop and must hold its breath (though the poop doesn't remain long enough to carry a risk of suffocation). (Incidentally, because the poop train buries the creature it knocks prone, Ukemi can't be used to stay upright.) A creature buried in the poop must succeed on a Fortitude saving throw or be nauseated for as long as it remains buried in the poop and for 2 rounds thereafter; if the Fortitude save succeeds, it will instead be sickened for that same length of time. A buried creature can dig its way out as a full-round action with a DC 13 Strength check. A new Fortitude save is required each round that a creature remains buried in the poop.
The collapsed poop train continues to act as a wall, 15 feet high and 10 feet thick, from its starting point to the point of the collision; however, it is no longer moving, and is therefore susceptible to damage. Each 10-square-foot segment of the poop train has 1d4 hit points per caster level and hardness 0. Water-based attacks (including effects with the [Water] descriptor and natural weapons of water-based creatures, such as water elementals) do double damage to the poop train. The poop train can also be climbed; it is treated as a very slippery surface, so the Climb DC is 20. The collapsed poop train requires Fortitude saves versus sickness from any creature that moves to within 10 feet of it, just as it would while moving. Likewise, any creature that touches the poop train (such as by attacking it with unarmed strikes or natural weapons, or attempting to climb it) must make a Fortitude save or be nauseated for 1 round; success on the Fortitude save reduces the result to being sickened for 1 round. A creature can only be forced to make each of these saves once per poop train, no matter how many times they approach or touch it. The collapsed poop train loses one-third of its hit points each round, dissolving into formless goop on the third round. This automatically frees any creature that still happens to be buried under the poop train's remains.
Material Component: An ounce of dung.
Focus: A small cog.
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