Ghost Dance (adapted from
Shamans: Call of the Wild)
Conjuration (Summoning)
Level: Bard 5,
Cleric/Favored Soul 5,
Druid/Spirit Shaman 5,
Fighter 5,
Sorcerer/Wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 1 summoned creature per caster level in a 30-foot radius
Duration: 1 round per 2 caster levels (D)
Saving Throw: Reflex half
Spell Resistance: No
You summon warrior spirits to aid you in combat. The number of spirits that arrive equals your caster level (maximum 15 spirits). The spirits start attacking anything inside the area of effect, dealing a total of 1d6 points of damage per spirit, and you assign how much damage each creature inside the area of effect receives before the targets roll their Reflex saving throws. Every creature that succeeds at the Reflex save receives only half the damage you assigned to it. At the beginning of each round of the duration of the spell, you can reassign the damage inflicted to creatures that remain inside the area as long as the total damage assigned is the same as that which you rolled in the first round. Targets can keep rolling their Reflex saves normally to halve the assigned damage. The warrior spirits are true neutral in alignment, and thus unaffected by
protection or
magic circle spells, but are affected by
dictum and
word of chaos. If the spirits are targeted by spells such as
banishment or
dismissal, they use your Will save bonus to resist. Being incorporeal, they are affected normally by force barriers such as
mage armor or
wall of force.
Material component: Dust of coagulated blood.
Home Three Worlds Spell List
No comments:
Post a Comment