Friday, November 15, 2013

Spell: Sottarix's Six Clouds

Sottarix's Six Clouds
Level: 4
Duration: 10 minutes per level of caster
Range: n/a
The caster spews forth a dense, noisome mass of fumes from their finger-tips. The fumes coalesce into one of six different types of clouds, depending upon the specific gestures employed in casting the spell. The cloud produced by this casting tends to extend outward to a diameter of approximately 20 feet. The caster can direct the billowing mass of vapors in whichever direction they choose, by still more gestures. The cloud moves at a rate of 10 feet per round, and can extend out to a maximum of 40 feet before the cloud dissipates.

Obscure, yet occasionally useful, despite its obvious limitations, Sottarix's Six Clouds is an uncredited revision of Dying Breath, which explains much. The caster intending to make use of this spell must first prepare themselves accordingly: First, they must not breathe in the fumes they are about to unleash, either resorting to the use of a gas mask or some spell that alleviates their need to breathe. Secondly, they must remain stationary for the duration of the spell. Thirdly, the caster must be willing and able to sacrifice 1d4 hit points of damage to their hands in order to cast the spell as presented by Sottarix.

Rumors persist of a so-called 'Seventh Gesture', the use of which eliminates the third condition. If anyone has ascertained what this gesture is, they have not published anything in any of the professional journals, nor has it passed through any sort of peer review.

The Six Clouds of Sottarix
  1. Dingy grayish-green vapors curl and swirl around the caster, obscuring them from view and causing a peculiar desaturation-effect to the visual senses of those who come into contact with the cloud. Victims who fail their Save are stricken blind for 1d4 turns per level of the caster. Those who succeed find themselves only able to see in shades of grayish-green for twice as long. In either case, those affected by the cloud suffer a lingering -2 penalty to hit the caster until such time as they receive a Cure Disease or Remove Curse. The caster's hands are permanently stained a progressively darker greenish-gray each time they cast the spell.
  2. Hot, blue steam rapidly, almost explosively, fills the designated space, inflicting 1d4 scalding damage to anyone caught within its area of effect. A Save is allowed, however, success means that the damage inflicted shifts to freezing instead. Once someone is harmed by this cloud, the caster gains the ability to force the cloud to settle upon one particular victim, inflicting an additional 3d4 damage, but terminating the spell immediately. If this victim succeeds on their Save, the caster takes half the indicated damage instead.
  3. Highly acidic, dense yellowish-brown fumes billow forth from the caster with a most unpleasant hissing as they roll along the ground. Those caught-up in the fumes suffer 1d4 damage per level of the caster, a successful Save does nothing, a failed Save doubles the damage. The area affected by this cloud tends to get saturated with acids that cause 2d4 damage to anyone coming into contact with the acidified area for the next 1d4 hours. The caster must Save or incur a -1 penalty to all subsequent Saves involving acids and/or damaging gasses for the next 1d4 hours, failing that Save extends the penalty to 1d4 days.
  4. Deep purple smoke boils wickedly across the ground with a ponderous, thunderous rumbling. The cloud emanates Darkness (as per the spell) to the full extent of its reach. Those caught within the cloud are struck deaf for 1d4 turns and must Save or be rendered sterile, incapable of being cloned, raised, reanimated or resurrected. Failing the Save means they suffer all the above and in addition they cannot be healed by spells or potions without vomiting forth more of the deep purple smoke (affecting a 5' diameter area). The lingering unpleasantness cannot be relieved by Remove Curse nor by Cure Disease, but will eventually wear off in 1d4 days. The caster who resorts to this version of the spell automatically suffers a lingering purple derangement to their cells, making any offspring or clone they produce most likely to collapse into a non-viable tumorous mass.
  5. Putrid green fog fills the designated space, causing all manner of disconcerting echoes and reducing visibility to less than 3', as well as hampering the olfactory senses of even the most hardened scavenger. This cloud is incredibly flammable, but will not ignite until the caster gives the proper gestural command. Once set aflame, the cloud inflicts 3d4 damage on everyone caught within it. If they Save, the damage is 1d4 per turn for three turns. If they fail, it is all at once.
  6. Damp, sweet and sickly-smelling, this roseate nimbus of delicate vapors infiltrates every fabric, fur and most other organic materials, causing a persistent perfume-like stench to linger for 1d4 weeks. Those affected by this cloud take 1 hp of damage per round they remain exposed to it, for the duration of the spell. All things of the color red are considered effectively invisible so long as they remain within the cloud's area of effect. Those who cast this version of the spell suffer 1d4 damage each time they come into contact with the color blue for the next 1d4 hours.

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