Difference between revisions of "Homeopathic glow curse"
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|casttime=[[Standard action|Standard Action]] | |casttime=[[Standard action|Standard Action]] | ||
|descriptors=[ [[Magic-Damage]] ], [ [[Bound]] ] | |descriptors=[ [[Magic-Damage]] ], [ [[Bound]] ] | ||
− | |target=A drop of water you | + | |target=A drop of water to which you have [[line of sight]] within 60 meters. |
− | |effect=The water begins to glow with a clear light blue light, about as bright as a torch, for so long as this spell is [[bound]]. Unattended water that touches the affected water becomes affected water as well. Creatures and objects fully or partially submerged in the glowing water take | + | |effect=The water begins to glow with a clear light blue light, about as bright as a torch, for so long as this spell is [[bound]]. Unattended water that touches the affected water becomes affected water as well. Creatures and objects fully or partially submerged in the glowing water take 1d6 Light damage at the ends of their turns. |
At the moment when there's more affected water than your carrying capacity, you get a -1 penalty to maximum [[HP]] for as long as this spell is [[bound]]. For every 10 times that amount, the penalty to [[HP]] increases by 1. If your maximum [[HP]] is reduced to 0 or less, '''Homeopathic Glow Curse''' becomes [[bound|unbound]]. | At the moment when there's more affected water than your carrying capacity, you get a -1 penalty to maximum [[HP]] for as long as this spell is [[bound]]. For every 10 times that amount, the penalty to [[HP]] increases by 1. If your maximum [[HP]] is reduced to 0 or less, '''Homeopathic Glow Curse''' becomes [[bound|unbound]]. |
Latest revision as of 08:40, 18 February 2018
, Homeopathic Glow Curse Legend
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[ Magic-Damage ], [ Bound ] | |
Target: A drop of water to which you have line of sight within 60 meters. | |
Effect: The water begins to glow with a clear light blue light, about as bright as a torch, for so long as this spell is bound. Unattended water that touches the affected water becomes affected water as well. Creatures and objects fully or partially submerged in the glowing water take 1d6 Light damage at the ends of their turns.
At the moment when there's more affected water than your carrying capacity, you get a -1 penalty to maximum HP for as long as this spell is bound. For every 10 times that amount, the penalty to HP increases by 1. If your maximum HP is reduced to 0 or less, Homeopathic Glow Curse becomes unbound. |