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Ray of Darkest Desires (3.5e Spell)

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Author: Leziad (talk)
Date Created: 12th July 2017
Status: Finished
Editing: Clarity edits only please
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Ray of Darkest Desires
Necromancy [Evil]
Level: Hexblade 4, Sorcerer/Wizard 8
Components: S
Casting time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Ray
Duration: Instantaneous (See Text)
Saving Throw: Will Negate (see text)
Spell Resistance: Yes

As you finish casting this spell you fire a dark red ray which amplify the target's evil and negative emotions hundredfold. A good or neutral creature struck by the ray immediately become evil, although they retain their own goals and objectives and are not anymore friendly toward than they were before casting this spell. The affected creature will act on it own dark desires, a very potent but very different effect depending on the target. The target thoroughly enjoy it new alignment and behavior.

The creature is allowed an initial Will save in order to negate the effect, a neutral creature take a -4 penalty on it initial saving throw. An affected creature is allowed a new Will save each time one of it allies attempt to speak reason to it and at the end of each day. Each failed save impose a cumulative -2 penalty on any future save against the spell and deal 1 point of nonlethal damage per HD of the affected creature to itself. After each failed save, the affected creature may accept it new alignment and behavior essentially ending the spell. If a creature willingly accept it new alignment it become very resistant in changing it alignment and behavior further, more so than a naturally evil creature.

This effect is broken by the break enchantment spell, if the caster win an opposed caster level check. Unless the affected creature willingly accept it new alignment it will regain any alignment-based class features without the need to atone once the spell is defeated.

If used on an evil creature the effects of this spell are very different. The ray will amplify evil in the 'heart' of the evil creature, causing it to swell and possibly explode. The evil target become dazed for 1 round (no save) and take 1d6 damage per caster level. If it survive it is left in tremendous pain that impose a –4 penalty on attack rolls, skill checks, and ability checks for 1 hour. Otherwise the spell has no further effect on an evil creature.



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