Break the Streets
- School—
- SphereElemental/Combat
- ComponentsV, S, M
- RangeSee below
- Area5 square yards + 50 square yards/level
- Casting time6
- Duration5 turns/level
- SaveNone
SFP: 200
This spell draws on seismic energy and the elemental power of ice to create a small area of intense cold. This 5-square-yards area is ground zero for a cryovolcanic eruption, an explosion of ice and volatile elements. The spell concentrates these elements (see the Nature of Lava sidebar) and forces them through a field of seismic energy. The result is devastating to cities, towns with brick or stone buildings, or areas under construction. Intense cold, combined with exploding ice and gases, cracks paved surfaces, and sends buildings toppling. Stone constructs must roll a saving throw of 14 or better to survive intact. (See Siege Damage rules in the Dungeon Master Guide.) Earth and wood constructs are not affected. Anyone within the 5-yards field must make a successful saving throw vs. death magic or suffer 2d12 points of damage.
Anyone in the wider area of effect (50 square yards per caster level) has a 30% chance per round of injury from falling rock and debris (2d4 points of damage), and a 40% chance per round of contacting ice lava. Resulting damage is 1d4 points of damage per round from contact. Anyone wearing metal armor suffers double damage, but wearing leather or thick wool reduces the damage by half. Immersion of any bare skin is incredibly dangerous: There is a 10% chance of losing the limb to frostbite if the victim doesn't receive the appropriate treatment or the protection of magical warmth. Full immersion requires a successful System Shock roll; failure indicates that the victim is rendered unconscious for 2 full turns after being removed from the ice lava. The material components are the caster's holy symbol and a paving stone, which the earth-stoker flings to the ground.
Sources: Dragon Magazine