Sunday, January 2, 2011

Campaign Design - Spells: Antaia's Theft

Antaia's Theft (adapted from the Book of Eldritch Might III; originally Alikaba's Theft)
Transmutation [Teleportation]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object or creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

You must have both hands free to cast this spell, which allows you to steal whatever someone is holding. Whatever she has in her hands, you now hold in yours. You may steal only a single object or creature, although it can be a complex object (a backpack full of gear counts as a single object). You may not steal an object the subject is wearing, such as a ring. You can steal a creature grappled by another creature. The object or creature must be something you can life over your head.

If you are holding something else, you drop what you are holding to hold the stolen object instead. Should you have a free hand, it appears in your free hand, assuming it can be held in one hand. If both hands are full, however, you drop all other held objects to hold the stolen object in both hands. If you transfer a creature, neither the creature nor you get an attack of opportunity. You now share the same space.

If you transfer an immediately harmful substance, such as a handful of acid or a burning hot coal, you suffer damage immediately, but can drop the object as a free action on his turn. If you transfer something you cannot sustain due to its weight of unwieldy nature, you drop it immediately and must make another Reflex save to avoid dropping it on yourself (such as on your foot) or falling down due to the weight, or both, as the DM sees fit to adjudicate. Only items unattached to a creature can be transferred or dropped because of this spell. A sword in a locked gauntlet or certain cursed items are unaffected.

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