Sunday, January 2, 2011

Campaign Design - Spells: Pillar of Attraction/Repulsion

Pillar of Attraction/Repulsion (adapted from Relics & Rituals)
Conjuration (Creation)

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 25-foot-radius from conjured pillar
Duration: 1 hour per caster level
Saving Throw: See text
Spell Resistance: No

This spell can be cast in two different forms - the pillar of attraction and the pillar of repulsion. The caster must declare its form before creating it. When cast, the spell creates a large, cylindrical structure that affects metal armor and weapons within a 25-foot radius. The pillar of attraction draws metal objects to it, while the pillar of repulsion pushes metal away.

Both forms of the pillar cause attack penalties to those nearby. Combatants in the area of a pillar of attraction or pillar of repulsion who are armed with tiny or small metal weapons fight at a -1 penalty to their attack rolls due to the constant pull or push of the pillar. Combatants with medium metal weapons receive a -3 attack penalty, and those with large metal weapons receive a -5 attack penalty. Missile weapons with metal components are also affected by the pillar, and all such attacks against targets in the spell's area of effect or against targets which require the missile to travel through the pillar's area of effect are made at a -5 penalty.

Should a combatant roll a natural 1 when attacking, there is a chance that the weapon will be wrenched from her grasp and drawn or flung away. After rolling a 1, the combatant must make a Fortitude save against the pillar spell's save DC. If the saving throw fails, then the weapon is wrenched from the attacker's grasp and flung 5d6 feet away from a pillar of repulsion or drawn toward and stuck to a pillar of attraction.

Anyone wearing metal armor within the pillar's area of effect is in far more dire straits. Each round that they are in the area of effect, armor-wearers must make a Fortitude saving throw. Those wearing light metal armor receive a +2 bonus to their saving throw, and those in heavy metal armor receive a -2 penalty. Those wearing medium metal armor roll normally. A failed saving throw indicated that the attacker is drown to a pillar of attraction and held fast, or flung 5d6 feet away by a pillar of repulsion, taking 2d4 points of damage. Another 1d4 points of damage is inflicted if the attacker is flung into a wall or other solid object.

Weapons or armored victims stuck to a pillar of attraction can be removed with a successful DC 22 Strength check. Once freed, a victim must continue making Fortitude rolls as long as their are in the area of effect.

Trapped individuals an also attempt to get out of their armor. Exactly how they do this is up the the DM, but fighters in full plate are probably not going to succeed without help. Individuals in chain shirts or armor that doesn't have a lot of straps and buckles can probably wriggle out with one or more successful Escape Artist checks, depending upon the amount and complexity of their armor.

Material component: A cylindrical pierce of magnetized metal.

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