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==New Spells== ====Sheathing==== School: conjuration (creation); cleric 3, paladin 2 Casting Time: 1 standard action Components: V, S, DF Range: Medium (100 ft. + 10 ft./level) Target: one humanoid creature Duration: 1 round/level (D); see text Saving Throw: REFLEX negates; see text; Spell Resistance yes Black, rubbery material made of manifest darkness comes into being, quickly enveloping the target. If the target is caught by it, they are almost instantly encased entirely by the substance, binding them. The target does not immediately fall prone if they manage to pass a balance check, but they are otherwise completely helpless unless they can tear free with a successful STR check or Escape Artist attempt. When sheathed, the target is rendered helpless. The substance allows air in and out, allowing the captured target to breathe. The binding tightness of the sheath also prevents speech. The sheath has hardness 8 and 20 hit points. Up to forty percent of the sheath can be carefully cut away, allowing the target to possibly see and speak, without compromising the binding strength of the sheath. This spell can be made permanent. ====Sheathing, Mass==== School: conjuration (creation); cleric 7 Casting Time: 1 full round Components: V, S, DF Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius burst Target: all humanoid creatures in burst Duration: 1 hour/level (D); see text Saving Throw: REFLEX negates; see text; Spell Resistance yes Mass Sheathing functions as Sheathing, except where noted above. ====Sustaining Sheath==== School: conjuration (creation); cleric 3 Casting Time: 1 full round Components: V, S, DF Range: Touch Target: one humanoid creature Duration: 1 day/level(D); see text Saving Throw: REFLEX negates; see text; Spell Resistance yes Sustaining Sheath functions much like Sheathing, except that the sheath provides not only air to the target, but also magically sustains them, allowing them to go without food and water for the duration of the spell. The sustaining effect also protects the target against the effects of extreme hot or cold weather. It continues to provide air even if the sheathed target is submerged in water. The caster can dispel this spell at will. This spell can be made permanent upon the moment of casting, if both caster and target wish it so. Otherwise, it can be extended uninterruptedly by being cast again. Notice that the target gets a new saving throw against this extension, albeit with a -1, cumulative penalty, due to the effects of prolonged immobilization. ====Chain Puppet==== School: conjuration (creation); cleric 5, sorcerer/wizard 5 Casting Time: 1 full round Components: V, S, DF Range: Medium (100 ft. + 10 ft./level) Target: one humanoid creature Duration: 1 round/level (D); see text Saving Throw: REFLEX negates; see text; Spell Resistance yes The caster conjures a mass of floating chains above a humanoid target. Four chains ending with shackles lunge towards the target, attempting to lock onto their wrists and ankles. On a failed save the target becomes a living, shackled puppet of the chainmass. As long as the spell is active, the caster may give a simple command much as they would to a golem. The chains attempt to force the target to act out these commands. On its turn the target must attempt to fulfil the caster's orders unless they pass a STR check against the spell's save DC. The target can choose not to resist the spell's command in order to make a STR or Escape Artist check against the spell's save DC, ending the spell at the end of its turn. ====Chain Binding==== School: conjuration (creation); cleric 4, paladin 3 Casting Time: 1 standard action Components: V, S, DF Range: Medium (100 ft. + 10 ft./level) (Targets must be within 10 feet of each other) Target: one humanoid creature Duration: 1 hour/level (D); see text Saving Throw: REFLEX negates; see text; Spell Resistance yes A double manacled chain is conjured into being between two targets within 10 feet of each other. Each end attempts to lock onto one of each target's limbs. If they are successful, the chain joining the manacles magically shrinks, drawing the targets closer together. As long as the chain is in place, the two targets are unable to move further away from each other than another adjacent square. One target can attempt to pull another with an appropriate STR check, using a standard action for that round.
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