Battletide
You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura and upon failing a Will Saving Throw against Negative Effects. Assitionally, on casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.
| School | Transmutation (opposed by Conjuration) |
| Spell level | Cleric 5 |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Verbal and somatic |
| Can be aimed at | yourself or an item |
| Area of effect | 3.33 metre radius |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Mind-Affecting |
| Duration | 1 Round / Level |
| Save | Will |
| Spell Resistance | Yes |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- The area lasts one round per caster level. Extend doubles that, and Empower adds half again.
Where it comes from
Cleric domain: War (level 4).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes