Invert Motion (3.5e Spell)
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Transmutation | |
Level: | Bard 2, Sorcerer/Wizard 3 |
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Components: | V, S, M |
Casting time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One creature or one object |
Duration: | 1 round/level (D) |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
I like inverted controls.
When a creature fails their save against this spell, they move in the opposite direction they intended or logically should go. While creatures can adapt, it is difficult to do so and thus they have a 50% chance that they will complete their motion in the exact opposite direction, stopping only due to barriers they can't cross. A creature can reduce it to a 5% chance if they take a full round action to make a single move action.
You can affect moving objects up to Large size, plus one size higher at 7th level and every 3 levels beyond (maximum Colossal at 16th level). Unattended objects will always go the opposite way. Momentum is not conserved; a race car affected by this spell will go from 200 mph forward to 200 mph backwards instantly with no ill effect for the passengers, even if the wheels continue to spin forward.
In both cases, motion due to gravity is unaffected.
Material Component: A small cross, held upside down when casting.
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Eiji-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Component | V +, S + and M + |
Identifier | 3.5e Spell + |
Level | Bard 2 + and Sorcerer/Wizard 3 + |
Range | Other + |
Rated By | Luigifan18 + and Undead Knave + |
Rating | Rating Pending + |
School | Transmutation + |
Summary | Reverse the direction creatures move in, causing them to move in unexpected ways. + |
Title | Invert Motion + |