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Deities: Biollante
Granted Powers: Character gains acid resistance 5
Acid Domain Spells
| 1. Resist Elements* |
Ignores 12 damage/round from one energy type |
| 2. Melf's Acid Arrow |
Ranged touch attack; 2d4 damage for 1 round +
1 round/three levels |
| 3. Biollante's Acid Orbs |
Mystical spheres of acid streak towards your opponent,
inflicting 1d6+3 points of damage per orb |
| 4. Acid Splash |
20ft. burst of acid erupts from point designated
by caster |
| 5. Corroding Curse |
Creature's blood turns to acid, eating it from
the inside out |
| 6. Acid Fog |
Fog deals acid damage |
| 7. Disintegrate |
Makes one creature or object vanish |
| 8. Blood of Biollante |
Caster's blood becomes highly acidic, burning
anyone who touches it except for the caster. |
| 9. Storm of Corrosion |
Call forth an acidic rainstorm for up to twenty
rounds; can move the rain on your turn |
* Cast as a acid spell only
New Spells
Acid Splash
Evocation [Acid]
Level: Acid 4, Wiz/Sor 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400ft. + 40ft./level)
Area: 20ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
Upon
completing this spell, a glowing green orb about the size of a grapefruit
appears in your hand. You then must throw the orb. Once the orb
reaches its target, it bursts into a sphere of caustic, drenching
acid, dealing 1d6 points of acid damage per caster level (Max 10d6)
to all creatures within the area of the spell. Unattended objects
also are eaten away by the mystical fluid. Small, non-magical flames,
such as torches and campfires, are extinguished by the splash of
liquid.
When
the orb appears, you determine the location the burst is to occur
and throw the orb, which flies towards the desired point, then pops,
splashing everything with the acid. If there is some sort of obstruction
in the way, such as another creature or a wall, the orb bursts prematurely.
Because it is so large, it is very difficult to send the attack
through a small space. In order to send it through a hole of the
proper size, you must hit the opening with a ranged touch attack.
When
the acid sprays out, it dissolves almost everything it touches.
The only materials that are unaffected are platinum, gold, silver,
and almost all stone except limestone and marble. It the orb strikes
a barrier, the burst does not pass through, instead dissolving the
barrier, if the acid can affect it.
Biollante's Acid Orbs
Conjuration [Acid]
Level: Acid 3, Drd 3, Clr 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Target: Up to ten creatures, no two of which can be more
than 15ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Biollante
only grants this spell to her priests and druids, who use it to
punish those who despoil the natural world. While many sorcerers
and wizards have tried to mimic this spell, none of them have been
successful to date, as many of them are found dissolved in their
labs, apparently from the spell backfiring on them. Apparently,
the goddess doesn't wish for those who are not worthy to copy her
spells.
Upon
completing this spell, one small, green orb appears on one of the
caster's fingers, plus one additional orb per two caster levels
beyond first (max 10 at 19th level). You can fire the orbs from
the tips of your fingers at any target within range. The orbs unerringly
strike their target, inflicting 1d6+3 points of acid damage to its
target per orb, but cannot strike specific body parts. If you fire
more than one orb, you can designate more than one target, but no
two targets can be more than 15ft. apart. You must designate the
targets before rolling SR and damage.
The
orbs can be used to strike inanimate objects. Objects struck by
the orbs take 1d6+3 points of acid damage, which ignores hardness.
Gold, silver, platinum and most stones, except limestone and marble,
are unaffected by this spell.
Blood of Biollante
Transmutation [Acid]
Level: Acid 8, Drd 9
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level
Saving Throw: No
Spell Resistance: No
Named
after the goddess who grants this spell, Blood of Biollante is a
powerful defensive and offensive spell used by the Earth Goddess's
cleric and druid followers, which transforms the caster's blood
into a magical acid. Many clerics and druids use this spell before
battling creatures they know to draw blood in melee, for the acid
blood eats away at any object that it touches. The stronger the
caster is, the more potent her blood. Some druids have been reported,
after casting this spell, to dissolve the teeth of dragons that
were foolish enough to bite them.
After
completing this spell, the caster's blood transforms into a potent
acid. While the caster and her equipment are immune to this acid,
any other object that comes into contact with the blood is not so
lucky. Whenever the caster is struck in melee by a slashing or piercing
type attack, her blood gets onto the weapon used to attack her.
If the weapon is a natural attack, such as claws, or a melee weapon
with reach 5ft. or less, the blood gets onto the attacker, inflicting
3d6 points of acid damage to the creature. Additionally, the acid
adheres to the flesh of the creature, inflicting the same amount
of damage for 1 round/2 caster levels (max ten). Also, the creature
must make a fortitude save or suffer extreme agony from the acid
corroding their flesh and bones, suffering a -2 penalty to Dexterity
and a -4 penalty on attack rolls, skill checks and ability checks
for as long as the acid inflicts damage, plus 1d6 rounds after the
acid stops inflicting damage.
If
the character has lost at least 1 point of damage to a piercing
or slashing attack, even a self inflicted one, she can coat her
hand with her own blood, and use it as a weapon. This is treated
as a touch attack, and the caster is considered armed for purposes
of attacks of opportunity. With a successful touch attack, the character
inflicts 1d6 points of acid damage. The caster can only use this
attack so long as she has at least 1 hit point lost, so if she is
healed to full hit points, she can no longer use her own blood to
attack. If she loses ten hit points to piercing or slashing damage,
she can fling droplets of her blood as a ranged attack with a range
increment of 5ft (max range 10ft.). If she hits with a ranged touch
attack, the acid deals 1d6 points of damage. Using either of these
attacks is a standard action.
Material Components: A potion of protection from elements
(acid), which the caster imbibes as she casts the spell, and an
emerald worth at least 1,000gp.
Corroding Curse
Transmutation [Acid]
Level: Acid 5, Clr 6, Drd 6
Components: V, S, Df
Casting Time: 1 action
Range: Touch
Target: One living creature touched
Duration: 1 round + 1 round/3 caster levels
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
One
of the most deadly spells granted by the earth goddess Biollante,
Corroding Curse transforms the target's own blood into acid. The
creature suffers terrible agony as her own blood begins to dissolve
her from the inside out. Yet, once the spell ends, her blood returns
to normal, though the damage suffered is often severe.
Upon
completing the spell, the caster makes a touch attack against one
creature. If she hits, the target must immediately make a fortitude
saving throw. Success indicates that she only takes 2d6 points of
acid damage, and nothing more. Failure, on the other hand, has steep
repercussions, as the spell's magical energy quickly spreads through
the target's body, transforming her blood into concentrated acid,
which quickly begins to eat away at the surrounding tissue. The
acid lasts for 1 round, plus 1 round/3 caster levels (max 7 rounds),
inflicting 3d4 points of acid damage to the creature per round.
Also, while under the effect of the spell, the creature is considered
staggered, due to the tremendous pain she suffers from the acid
eating away at her own internal organs. Spell casters must make
concentration checks each round to cast spells. The pain lasts as
long as the spell remains active, plus 1d6 rounds after.
Only
creatures with blood or a similar body fluid are affected by this
spell. Thus, Constructs, Elementals, Oozes and most Undead are immune
to this spell, as are creatures with the incorporeal subtype.
Storm of Corrosion
Conjuration (Summoning) [Acid]
Level: Acid 9, Drd 9
Components: V, S, Df
Casting Time: full round
Range: Long (400ft. + 40ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (Max 20 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
One
of the most blatantly destructive spells granted by Biollante to
her followers, this spell is rarely used, as the devastation caused
by its effects make the Earth Goddess's followers reluctant to unleash
it upon the world. However, when there is a great enough need, they
are all too willing to call forth this incredibly potent magic,
which can lay waste to entire cities or forests in a mater of seconds.
Upon
completing this spell, a massive white storm cloud appears in the
sky. The overpowering stench of sulfur and chlorine accompany the
cloud, often nauseating any creature with a sense of smell. All
creatures under the cloud's area must make a fortitude save or instantly
nauseated. Nauseated creatures cannot attack, cast spells, concentrate
on spells, and so on. The only thing they can do is take a single
move, or move equivalent action on their turn. Creatures remain
nauseated for as long as they remain under the storm cloud, and
for 1d4+1 rounds after. Creatures with a strong sense of smell,
such as those with the scent special quality or blindsight based
on scent, do not receive a fortitude save to avoid the nausea.
The
caster must concentrate each round to maintain the spell. If the
caster continues to concentrate, she can move the cloud up to sixty
feet per round. The cloud cannot move beyond the range of the spell.
Each
round that the cloud is maintained, droplets of highly concentrated
acid rain down torrentially. All creatures under the cloud suffer
5d6 points of acid damage each round with no saving throw. Even
after the character gets out from under the cloud, they are drenched
in acid. On the round after leaving the downpour's effects, the
character suffers 4d6 points of damage. This damage drops by one
hit die per round, until it reaches zero on the fifth round.
Inanimate
objects in the storm's effects take 3d6 points of damage per round,
which ignores hardness. Unattended objects automatically take damage,
while attended objects can make a fortitude save to reduce the damage
to half. Regardless, each round that the object remains under the
cloud's downpour, it takes damage.
If
the caster moves the cloud, the acid that struck the ground evaporates
into a thick, cloying fog. Any area that was rained upon by the
cloud but is no longer receiving the rain is automatically covered
in the effects of an acid fog spell, which lasts for as long
as the storm of corrosion lasts. Also, any creature foolish
enough to fly into the cloud suffers damage as if they were also
inside an acid fog spell.
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