Asmor
First Post
The wizard known only as Glazer was infamously sadistic, and delighted in using his magic to draw out the suffering of those who'd earned his ire. He's rumored to have had a fondness for stained glass-- bloodstained, to be specific--, and decorated much of his sanctuary with it. His creation of several glass-themed spells seems to lend credence to this rumor.
Glazer's Glass Prison
Conjuration (Creation)/Evocation
Level: Sor/Wiz 7
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Saving Throw: None
Spell Resistance: Yes
This spell functions as Glazer's Glass Wall, except as noted differently here. Instead of forming a wall of glass, you surround a single creature with a large glass sphere. If the creature breaks the glass, it takes 1d6 slashing damage/level (maximum of 20d6). If anyone else breaks the glass, it disappears harmlessly.
Glazer's Glass Wall
Conjuration (Creation)/Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of glass, up to one 10-ft. square/level
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Partial (see text)
You conjure forth a wall of thin glass somewhere on the battlefield. The wall is easily destroyed by any amount of damage, but whoever deals the damage is in for a nasty surprise. Regardless of how small the attack, the entire wall shatters and all the shards of broken glass fly directly at the creature which broke it, dealing 1d6 slashing damage/level (maximum of 15d6). Alternatively, you may specify a target when the spell is cast who will always be "attacked" by the wall when it is broken; in that case, you must overcome the target's spell resistance and it must be within the spell's range when cast. Additionally, the target must be within 60-feet of some portion of the wall when it's broken, or the wall simply disappears.
Glazer's Glasskin
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject's skin is transmuted into glass. The subject is otherwise completely normal, and all of its muscles and internal organs function normally. The subject can still breathe normally, but any movement will cause his skin to shatter. If the subject moves or takes any damage while this spell is in effect, it takes 1d6 constitution damage.
Glazer's Lacerating Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped Burst
Duration: Instantaneous/1 round/level
Saving Throw: Reflex half
Spell Resistance: No
Extending your hands, shards of glass like clear daggers shoot out in front of you in a wide cone, dealing 1d6 slashing damage to all in the area of effect (maximum of 10d6). In addition, for the duration of the spell the spell's area is covered in broken bits of glass. Treat it as if the whole area were covered with caltrops.
Glazer's Particulate Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 120-foot line
Area: 120-foot line
Duration: Instantaneous
Saving Throw: Reflex half, reflex partial, fortitude partial (see text)
Spell Resistance: No
You conjure forth a cloud of miniscule glass particles, so tiny that they are easily inhaled. All subjects within the area of effect take 1d4 slashing damage/2 levels, up to a maximum of 10d4 damage at level 20, or half as much with a successful reflex save. In addition, any subject who was damaged must make a reflex save or be permanently blinded. Finally, any subject wo was damaged must make a fortitude save or suffer from inhaling the particles of glass. Until they are fully healed, they are always treated as disabled, do not heal naturally, and can only be healed by magical means.
Glazer's Glass Prison
Conjuration (Creation)/Evocation
Level: Sor/Wiz 7
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Saving Throw: None
Spell Resistance: Yes
This spell functions as Glazer's Glass Wall, except as noted differently here. Instead of forming a wall of glass, you surround a single creature with a large glass sphere. If the creature breaks the glass, it takes 1d6 slashing damage/level (maximum of 20d6). If anyone else breaks the glass, it disappears harmlessly.
Glazer's Glass Wall
Conjuration (Creation)/Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of glass, up to one 10-ft. square/level
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Partial (see text)
You conjure forth a wall of thin glass somewhere on the battlefield. The wall is easily destroyed by any amount of damage, but whoever deals the damage is in for a nasty surprise. Regardless of how small the attack, the entire wall shatters and all the shards of broken glass fly directly at the creature which broke it, dealing 1d6 slashing damage/level (maximum of 15d6). Alternatively, you may specify a target when the spell is cast who will always be "attacked" by the wall when it is broken; in that case, you must overcome the target's spell resistance and it must be within the spell's range when cast. Additionally, the target must be within 60-feet of some portion of the wall when it's broken, or the wall simply disappears.
Glazer's Glasskin
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject's skin is transmuted into glass. The subject is otherwise completely normal, and all of its muscles and internal organs function normally. The subject can still breathe normally, but any movement will cause his skin to shatter. If the subject moves or takes any damage while this spell is in effect, it takes 1d6 constitution damage.
Glazer's Lacerating Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 60 feet
Area: Cone-shaped Burst
Duration: Instantaneous/1 round/level
Saving Throw: Reflex half
Spell Resistance: No
Extending your hands, shards of glass like clear daggers shoot out in front of you in a wide cone, dealing 1d6 slashing damage to all in the area of effect (maximum of 10d6). In addition, for the duration of the spell the spell's area is covered in broken bits of glass. Treat it as if the whole area were covered with caltrops.
Glazer's Particulate Blast
Conjuration (Creation)/Evocation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 120-foot line
Area: 120-foot line
Duration: Instantaneous
Saving Throw: Reflex half, reflex partial, fortitude partial (see text)
Spell Resistance: No
You conjure forth a cloud of miniscule glass particles, so tiny that they are easily inhaled. All subjects within the area of effect take 1d4 slashing damage/2 levels, up to a maximum of 10d4 damage at level 20, or half as much with a successful reflex save. In addition, any subject who was damaged must make a reflex save or be permanently blinded. Finally, any subject wo was damaged must make a fortitude save or suffer from inhaling the particles of glass. Until they are fully healed, they are always treated as disabled, do not heal naturally, and can only be healed by magical means.