This spell, ripped from the Ultima V computer game, seemed like such a good fit for the Druid class. Ultima's magic system was a cool blend of alchemy and mysticysm. You had to procure spell components (called 'reagents') and actually take the time to mix the reagents into spell formulae before you could cast the spells. Since all of the book keeping was done by the game, it worked beautifully and made the setting almost unique for the way it handled it's magic. Another tidbit about how Ultima is influencing my Onn.
Flame Winds
Spell Level: Druid, 5th Level
Range: 150 ft
Duration: Immediate
Flame Winds causes the air in a 15 ft x 15 ft cube to burst into flames, burning any victims within for 5d10 points of fire damage (Toughness saving throw for half damage allowed). At 10th level and every 3 levels afterwards, the area of the cube increases by 5 ft. Unlike a fireball, Flame Winds can only burn the air in the available area, so it will not expand beyond its defined area if there is not sufficient room.
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