Poltergeist (3.5e Spell)
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Necromancy | |
Level: | Phantasmagoria 1 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Close (25 ft + 5 ft/2 levels-7,5 meters + 1,5 meters) |
Area: | 30-feet radius (9 meters) |
Duration: | Concentration |
Saving Throw: | Reflex negates; see text |
Spell Resistance: | No |
Plates flew and chairs danced: the battleground suddendly became very chaotic.
In the area you cast this spell strange phenomenons start to manifest: light objects fly in every direction, hitting a random creature in the area each turn. They inflict 1d4 of damage to the target, using your casting attribute's modifier as a bonus on the roll to hit. In addition to this, casters must make a Concentration check with DC 10 to cast spells or spell-like abilities. If they are hit by the flying object, increase the check's DC by the amount of damage they take.
You must maintain concentration on this spell with a standard action, meaning that if you are inside the spell's area you are subject to its effects. You may move the point of origin of the spell with a move action, up to 30 feet (9 meters) per round.
If you cast this spell in a higher level spell slot, you may use it at a greater power:
2nd level: Each turn the flying objects may hit up to two random creatures in the area. Creatures that try to attack with weapons have a 10% chance of losing the item, that flies up to 10 feet (3 meters) away from them.
3rd level: Each turn the flying objects may hit up to three random creatures in the area. The chance of losing a weapon while using it increases to 20% and it also affects any item that is swung around. The Concentration check's DC to cast spells now equals the spell's DC.
4th level: Each turn the flying objects may hit up to four random creatures in the area. The chance of losing an item while using it increases to 30%. At this point magic malfunctions in the area: everytime someone uses a magic item that must be activated to be used, you and the user make a caster level check. If you succeed by 1 or more, the item works but affects a random area or target instead of the intended one. If you succeed by 10 or more, the magic item malfunctions and doesn't work.
5th level: Each turn the flying objects may hit up to five random creatures in the area. The chance of losing an item while using it increases to 40%. The malfunction of magic items intensifies: permanent or already active magical effects have a 20% chance of deactivating. 3d6 of non-magical unattended objects that you decide become animated as per the spell animate objects for this spell's duration.
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