Fog
Effect
Fog
School: Conjuration (Creation)
Level:1, 2, 3, 4, 5, 6, 8
Components: V, S
Casting Time: Standard
Range: 20ft
Area: 20ft radius centered on target.
Duration: 1 Min/level.
Saving Throw: None
Spell Resistance: No
Cast using a 1st level spell slot. A misty, stationary vapor arises around the target creature or location. The vapor obscurs all sight, including darkvision, beyond 5ft. Any creature within the fog is treated as if having the blinded condition.
The fog is easilly dispersed in 1 round if affected by winds of 10mph or less. This ends the spell prematurely.
Augment: If the spell Faerie fire is cast as an augment to this spell, all hostile enemies within the spells radius are outlined even through the thickest part of the fog, removing any penalty for attacking them while inside the fog. The spellcaster picks what opponents are outlined. This effect goes away if the creatures exit, then re-enter the area of the spell.
Enhance: Nimbus gets an increased range dependant on its level (2nd=medium; 3rd=long.)
For each even level that the spell is cast, increase the radius by 5ft.
Fetid Nimbus
Range: Medium (100ft + 10ft/level)
Duration: 1 Round/level
Saving Throw: Fortitude Negates
Cast using a 3rd level spell slot. Creating a fog similar to that of Nebulae, the vapors have a slight yellowed tinge, and are nauseating. Creatures within the vapors that fail a fortitude save must spend a standard action retching and reeling on their turn.
The fortitude save that creatures must pass is against poison for all purposes. Upon passing, they may take their standard action to do a different action, but must make an additional save each round they remain inside the spells effect.
Creatures that don't need to breathe, or are immune to poison are immune to this effect, and need not roll.
The spell otherwise functions exactly as Nebulae does, providing a blind condition on those within, and disperses after 1 round of 10mph winds.
Augment:When augmented with an acid spell of the same level, Fetid Nimbus deals 1 acid damage per spell level, per turn so long that they remain inside the cloud.
Enhance:For every odd level this spell is cast above 3rd, add an additional +5ft radius.
Quest (Nimbus of the Elements)
Though the spell is well known for its acidic properties, many believe that the Nimbus can be enhanced through other means. One must find a location where four opposing elements are in balance, and meditate on their interaction for a full day. It is reccomended to bring equipment to survive, and study the elements before this meditation.
Magicraft DC=18
Success:Upon succeeding the ritual, you have learned how to augment Fetid Nimbus with any elemental damage, instead of just acid.
Failure:You have not meditated hard enough on the meaning behind those words you saw on your spell so long ago. Regroup, and re-learn what has been lost at a +1 to your magicraft check on your next attempt. (does not stack)
Nimbus of the Mortal Coil
Range: Medium (100ft + 10ft/level)
Saving Throw: Fortitude Half
Spell Resistance: --
Cast using a 5th level spell slot. Nimbus of the Mortal Coil works exactly like Fetid Nimbus but with the following changes. Instead of the nausia and inability to perform standard actions, the nimbus deals 15 poison damage on a failed save per turn. Creatures are affected by this damage even if they do not need to breathe, but not if they are immune to poison.
Additionally, the spell will move 10 feet away from the caster every turn, dragging itself along the ground until dispersing at the end of the spells duration. Should it move to a barrier away from the caster, it will choose to go downhill first, than a random direction after that, so long as it is away from the caster. If no options for movement exist away from the caster past that point, it will merely stay in place. Should the caster move into the nimbus, it will choose which direction will become farthest away from the caster at its current location, treating the caster as if it were in every space of the cloud. The caster has no control over this movement, but may dismiss this spell at any time.
Augment: For each augmentation, this spells duration increases by an additional 1 minute per level.
Enhance:For each level above 5th that the spell is cast, it deals an additional 3 damage per turn.
Quest (Inspiration of the Clouds)
After unlocking the secrets of nature itself with the Nimbus of the Elements quest, you have reinforced the identity of the nimbus spells as taking upon the form of the clouds seen in the sky above. So naturally, it should be easy to learn more in depth about the nimbus of mortal coil, by experiencing them at their most dangerous. You must survive a full 24 hours in the terrible weather effects of these clouds, without magical aid.
Magicraft DC=20
Success:Upon your 24th hour surviving the harsh environments of the cloud you meditated under, you now have a perfect understanding on how to use this environment to its best effect in your spell. You gain the damage type of the spell that you survived. You may attempt this quest again under a different weather effect to ensure a different outcome.
Different damage types you can gain include: Air, Electric, Cold, Acid, and Fire (smoke).
Failure:You have meditated until the storm lets up, and have found no new insights. You must find another storm to try again.
Harsh Nebulus
School: Conjuration (Creation) [Acid]
Range: Medium (100ft +10ft/level)
Duration: 1 Round per level
Cast using a 6th level spell slot. Works as Fetid Nimbus except for the following. Instead of a nausiating effect, the spell deals 4 damage of Acid damage to each creature and object within it, per turn.
Additionally, any creature within the Harsh Nebulus moves at 1/2 speed.
\This spell is also affected by the Inspiration of the Clouds Quest.
Augment: For each augmented spell, increase the radius of the nimbus by 5ft.
Enhance:For each spell slot above 6th level, increase the damage by 4 additional points.
Apocalyptic Nebulus
School: Conjuration (Creation) [Fire]
Components: V, S, Quest
Range: Medium (100ft. +10ft/level)
Duration: 1 round/level
Saving Throw: Reflex Half; see text
Cast using an 8th level spell slot. Works exactly like Harsh Nebulus except for the following. The fog is instead a thick smoke, and deals 12 fire damage per turn to everything within the AOE. Additionally, the spell moves away from the caster as if by the Nimbus of Mortal Coil, however, it can be controlled, and move up to 60ft each round so long as it persists within range of the spellcaster.
Quest:Must have completed the Inspiration of the Clouds (Fire) quest.
Enhance:Casting as a 9th level spell, the Nebulus is no longer dispersed by wind, and deals 18 damage per turn to everything in its AOE.
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