A glitter of light engulfs him, and he is hurled into the sky.
A Drift Plate is a magical trap. When a Drift Plate is triggered, the plate causes two spell-like effects similar to reverse gravity and faerie fire as cast by a 20th level spellcaster, with a few modifications as found in the spell
descriptions below. The foremost of those modifications is the spell effects of a Drift Plate last for only 1d4 rounds.
Drift plate lesser
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Lesser Effect: When the trap is triggered, anyone in the affected area is allowed a Reflexes save to avoid the two spell-like effects entirely.
Drift plate, greater
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Greater Effects: A Greater Drift Plate only affects members of the opposing teams. Any member of the opposing team within the affected area when the trap is triggered is allowed a Reflexes save to avoid the effects
of the Greater Drift Plate entirely. Greater Drift Plates also have an additional ability: they cast mass reduce person as a 20th level spellcaster on any members of the opposing team in the affected area.
Drift Plate Additional Build Options
Teams may purchase the following improvements at the MP cost indicated
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Spells
Reverse Gravity
School: transmutation
Area of Effect: 10ft cube/level (S)
Duration: 1d4 rounds
Saving Throw: conditional Reflexes
Spell Resistance: no
Description:
Gravity is reversed in the affected area, causing unattached objects and creatures to fall upwards, reaching the height of the spell’s range in 1 round (maximum of 60ft). Creatures that can fly or levitate can keep themselves from falling upwards, just as they can keep themselves from falling downwards under normal gravity. Provided there is something to hold onto, an affected individual can make a Reflexes save to secure a grip when the spell
strikes. If a solid object (ex: a ceiling) is encountered, it is struck in the same manner as in a downwards fall. If a falling individual or object reaches the top of the spell’s range, it remains there, oscillating slightly, until the spell ends. At the end of the spell’s duration, the spell’s effect abruptly come to an end, all affected objects and creatures fall to the ground at a normal falling rate.
Mass Reduce Person
School: transmutation
Area of Effect: four humanoid creatures
Duration: 1d4 rounds (D)
Saving Throw: Fortitude negates
Spell Resistance: yes
Description:
Affected individuals have their size categories reduced by one, effectively halving their height and width while dividing their weight by 8. Affected targets gain a +2 size bonus to Dexterity, a -2 size penalty to Strength
(to a minimum of 1), a +1 bonus on attack rolls, and +1 bonus to AC due to their reduced size. All equipment is similarly reduced in size, and melee and projectile weapons thus affected deal less damage. Any reduced item that leaves a reduced individual’s possession, such as a thrown weapon, instantly returns to its normal size as soon as it leaves the affected individual’s possession. This means that thrown weapons deal normal size damage. Projectile weapons deal damage based on the weapon size, not the ammunition, so their damage remains reduced. Reduce person doesn’t change the individuals’ speeds.
Faerie Fire
School: evocation (light)
Area of Effect: 5ft. radius burst
Duration: 1d4 rounds (D)
Saving Throw: none
Spell Resistance: yes
Description: A pale glow surrounds all objects and creatures in a 5-foot radius burst, outlining them in a harmless, hazy light. All outlined subjects give off light at the strength of a candle flame. Outlined subjects do not gain concealment benefits from darkness (though a 2nd level or high magical darkness effect does grant outlined subjects concealment), blur, displacement, or any other\ similar effects. This faerie fire’s light is always a flamboyant pink.