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Big Spells

March 2nd, 2015

Alex Riggs

Obscure Arcana Archive

Today marks the end of Giant Week, so we’re focusing on spells that are larger than life. From tossing boulders to explosions that can rock an entire city, these spells will reassure you that size, does, in fact, matter.

BOULDER DROP
School conjuration (creation); Level cleric 6, druid 6, psychic 7, shaman 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one conjured boulder
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance no

You conjure a massive boulder, 15 feet in diameter, and drop it from a short height upon a space you designate. Make a single attack roll for the boulder, using your base attack bonus + your primary spellcasting ability score modifier plus a +10 circumstance bonus due to the immense size of the boulder. Apply the results of the attack roll to each creature in the boulder’s space, comparing it to the creature’s AC. Creatures that are missed by the attack are shunted to the nearest unoccupied square adjacent to the boulder's space. Each creature struck by the boulder suffers 8d6 points of bludgeoning damage, and must succeed on a Reflex save or be pinned beneath the boulder. Creatures pinned in this way are effectively paralyzed, although they can make a DC 25 Strength check as a full-round action to attempt to free themselves. Each minute a creature remains pinned in this way, it suffers 1d6 points of nonlethal damage. Other creatures can attempt to move the boulder: pushing it 5 feet in any direction requires a successful DC 25 Strength check, as a full-round action.

 

GRAND EXPLOSION
School evocation [fire]; Level druid 8, sorcerer/wizard 8
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 200-ft.-radius burst; see text
Duration instantaneous
Saving Throw Reflex half; see text; Spell Resistance yes

You create a massive explosion, similar to a fireball but on a much grander scale. The exact effect of the blast depends on how far a creature or object is from the center of the spell’s area.

Less than 20 feet from the center: Creatures within 20 feet of the center of the blast suffer 1d6 points of fire damage per caster level (to a maximum of 20d6 at 20th level). Creatures in this area suffer a –4 penalty on their saving throws, and the evasion and improved evasion abilities (as well as other effects that allow a character to suffer no damage on a successful saving throw) do not apply. Creatures that fail their saving throw by 5 or more are also pushed 1d4 x 5 feet away from the center of the blast and land prone.

21 – 60 feet from the center: Creatures more than 20 feet from the center of the blast but less than 60 feet suffer 1d6 points of fire damage per caster level (to a maximum of 15d6 at 15th level).

61 – 120 feet from the center: Creatures more than 60 feet from the center of the blast but less than 120 feet suffer 1d4 points of fire damage per caster level (to a maximum of 15d4 at 15th level). Creatures in this area gain a +2 bonus on their saving throw to resist the effect.

121 – 200 feet from the center: Creatures more than 121 feet from the center of the blast, but still within the spell’s area, suffer 1d4 points of fire damage per two caster levels (to a maximum of 10d4 at 20th level). Creatures in this area gain a +4 bonus on their saving throw to resist the effect, and on a successful save, suffer only 2d4 points of fire damage, rather than suffering half damage.

 

TITANIC GROWTH
School transmutation; Level alchemist 6, druid 7, shaman 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal, dragon, magical beast, ooze, plant, or vermin (Large or smaller)
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes

You cause the target to grow to incredible proportions, instantly increasing its size category by three steps (Large creatures become Colossal, Medium creatures become Gargantuan, etc.). The creature’s space and reach, the damage of its natural attacks, and its size bonuses and penalties to AC, attack rolls, CMB, CMD, Fly skill checks, and Stealth skill checks adjust as appropriate for its new size. Additionally, it gains a +12 size bonus to Strength and a +6 size bonus to Constitution, although it suffers a –4 penalty to Dexterity. The target’s natural armor bonus to AC also increases by +4.