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Scything TideSchools: Elemental WaterLevel: Wiz/Sor 9, Cleric 8 Range: 1 mile Components: Verbal,somantic and material Casting Time: 7 Duration: 10 rounds + 1 round per level Area of effect: 200 yards square Save: Fortitude for 1/2 damage When cast, scything tide causes a current to form one mile from the point where it was cast. From there, it begins to move shoreward, picking up speed and debris along the way. Each 50 yards that it travels, it picks up a speed of ten miles per hour. Once it reaches it's target, it has turned into a destructive force the likes of which are rarely seen. Primarily, this spell is used to crush large, aquatic foes (i.e. kraken, giant squid, sea serpents) or to destroy ships. The reason this particular current is so deadly is because of the debris it carries. The force of the water is great enough to pick up boulders and hurl them at enemies at incredible speeds. The force of it can tear the bottoms off of ships, shear through pylons on the shore and crush large creatures unfortunate enough to be in the water. When hit by the full force of this spell, creatures smaller than man sized are instantly crushed with no saving throw. Creatures man sized or larger take 5D10 points of damage per round that they are in the water. Man sized creatures may save for 1/2 damage since their size affords them more strength than small creatures, but also keeps them from being hit quite as often. Creatures larger than man sized get no save; It's pretty certain that they will be hit by a large amount of debris. Keep in mind that the flow is strong enough that people will be carried along with it and may be sucked completely under. A swimming proficiency can be made at -7 to fight the current. Something to keep in mind is that, while a useful spell, it tends to be rather bad for the aquatic environment (tearing up reefs, killing lots o' fish . . that sort of thing). Druids tend to frown on this. Just a friendly warning . . . |
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