Raineh_Daze

Untitled

Apr 4th, 2014
182
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.45 KB | None | 0 0
  1. d6 result
  2. 1 Fire Damage- Target may catch fire
  3. 2 Cold Damage- Target's move speed is halved
  4. 3 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  5. 4 Electricity Damage- target must make DC 10 fort save or drop held items
  6. 5 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  7. 6 Re-roll twice, spell gains both effects. Damage is half-and-half.
  8.  
  9. At level X, use the following chart instead:
  10.  
  11.  
  12. d12 result
  13. 1-2 Fire Damage- Target may catch fire
  14. 3-4 Cold Damage- Target's move speed is halved
  15. 5-6 Electricity Damage- target must make DC 10+[Casting Modifier] fort save or drop held items
  16. 7 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  17. 8 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  18. 9 Sonic- reduce damage die by one step, DC 10+[Casting Modifier] fort save or deafened for one round
  19. 10 Dessication- increase damage die one step against elementals
  20. 11 Force- reflex save or be knocked prone
  21. 12 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
  22.  
  23. At level Y, use the following chart instead, and you roll for all damaging spells:
  24.  
  25. d20 result
  26. 1-2 Fire Damage- Target may catch fire
  27. 3-4 Cold Damage- Target's move speed is halved
  28. 5-6 Electricity Damage- target must make DC 10+[Casting Modifier]+Spell Level fort save or drop held items
  29. 7-8 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  30. 9-10 Sonic- reduce damage die by one step, DC 10+[Casting Modifier]+Spell Level fort save or deafened for one round
  31. 11-12 Dessication- increase damage die one step against elementals
  32. 13-14 Force- reflex save or be knocked prone
  33. 15 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  34. 16 Positive Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
  35. 17 Hellfire Damage
  36. 18 Frostburn Damage- target must save or be slowed, as per the spell.
  37. 19 Negative Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
  38. 20 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
  39.  
  40. *e.g., Fire+Cold would affect both a red and white dragon as if vulnerable.
Advertisement
Add Comment
Please, Sign In to add comment