Call of the Sapphire (from the
Book of Eldritch Might II)
Enchantment (Compulsion)
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 full round
Range: Unlimited
Target, Effect, or Area: One creature of no more than 2 Hit Dice per caster level
Duration: See text
Saving Throw: None
Spell Resistance: Yes
A specific creature you name (a creature without a name is immune) must immediately go to its home. Once the subject arrives home, the spell ends. Creatures with no home or lair cannot be affected by this spell, although even a regular place to sleep could be considered a "home".
The creature may have to go through threatened or dangerous areas (such as passing by hostile beasts or moving through a
cloudkill) to get that the object, or it may even have to break through a barrier such as a
wall of ice. A barrier that requires more than 5 rounds to get through is considered impassable for the purpose of this spell. The spell ends immediately if the creature physically cannot reach the object - including a situation forcing the creature to pass through an area that would, without a doubt, kill it, such as forcing a creature that only breathes water to cross land to reach its target.
While under the effects of
protection from evil or similar spells, the subject can ignore the compulsion, but such a ward does not prevent establishing this
call spell, nor does it dispel the
call.
Material component: A sapphire worth at least 1,000 shillings.
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