Courses / AR / Arcane Bubbles
Arcane Bubbles
Code:
AR 340
Level:
3
Study DC:
11
Spell
Time:
Action
Target:
Area within sight
Cost:
Defense:
None, health save ends
Duration:
Encounter
This spell is traditionally cast from a bubble pipe.
Each creature within the area is trapped in a bubble and lifted 5 ft. into the air, where they list gently from side to side, floating. While trapped inside a bubble, they are immobilized (cannot move), and they ignore difficult terrain and hazards that are on the ground.
If a trapped creature attempts to take an action which would pop the bubble, they must make a health save.
If they pass, they pop the bubble and their action may affect targets outside of the bubble.
If they fail, that action bounces off and fails to pierce the bubble.
If a creature trapped within a bubble is affected by any ability which would pop the bubble originating from outside of the bubble, the bubble pops.
On each of your turns, as a fast action, you may move each creature trapped in one of your bubbles 5 ft. in any direction (including up into the air, to a maximum height of 30 ft. above the solid ground or a liquid surface), or twice as fast if they are underwater. A stiff breeze or comparable force may also blow these bubbles around, even bubbles containing heavy creatures.
You may alternatively use this spell’s bubbles on yourself and your allies so you can breathe underwater, to float over hazards, or to slow a fall provided you have time to cast it before you splat.
You can pop one of your magic bubbles as a fast action.
Suggested Backfire: You trap yourself inside a bubble, and lose the ability to control or burst your bubble.
Each creature within the area is trapped in a bubble and lifted 5 ft. into the air, where they list gently from side to side, floating. While trapped inside a bubble, they are immobilized (cannot move), and they ignore difficult terrain and hazards that are on the ground.
If a trapped creature attempts to take an action which would pop the bubble, they must make a health save.
If they pass, they pop the bubble and their action may affect targets outside of the bubble.
If they fail, that action bounces off and fails to pierce the bubble.
If a creature trapped within a bubble is affected by any ability which would pop the bubble originating from outside of the bubble, the bubble pops.
On each of your turns, as a fast action, you may move each creature trapped in one of your bubbles 5 ft. in any direction (including up into the air, to a maximum height of 30 ft. above the solid ground or a liquid surface), or twice as fast if they are underwater. A stiff breeze or comparable force may also blow these bubbles around, even bubbles containing heavy creatures.
You may alternatively use this spell’s bubbles on yourself and your allies so you can breathe underwater, to float over hazards, or to slow a fall provided you have time to cast it before you splat.
You can pop one of your magic bubbles as a fast action.
Suggested Backfire: You trap yourself inside a bubble, and lose the ability to control or burst your bubble.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | Affects one space Bubbles may move up to 5 ft. each round DC 11 |
|
DC +3 | 5 | Unlock | DC 14 |
DC +6 | 5 | DC +3 | DC 17 |
Area 1 | 5 | Unlock | Affects a 15 ft. radius |
Area 2 | 5 | Area 1 | 30 ft. radius |
Blow | 5 | Unlock | Bubbles may move up to 10 ft. each round |
Extra Credit
Ride the Winds
Effort: 8
Requires: Mastery
You can minor spellburn 1 as a fast action to cause a breeze in a direction of your choice for 1 round.
You can spellburn 1 as an action to cause a gust in a direction of your choice for 1 round, which moving against costs double movement but moving with costs half movement.
Ranged weapons firing into the gust have half range.
You can spellburn 1 as an action to cause a gust in a direction of your choice for 1 round, which moving against costs double movement but moving with costs half movement.
Ranged weapons firing into the gust have half range.
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