Sunday, January 2, 2011

Campaign Design - Spells: Awaken the Land

Awaken the Land (adapted from Shamans: Call of the Wild)

Level: Cleric/Favored Soul 7, Druid/Spirit Shaman 6, Spirit 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20 feet + 5 foot per caster level radius
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You force all spirits within the area of effect to manifest on the plane you are on. The spirits must be awakened and active to be affected by this spell, and they can make a Will save to remain in the Spirit Realm. Manifested spirits are visible to everyone on the same plane as you, but they are incorporeal.

If you have a spirit guide, it can ignore the spell's effect automatically, but it may forego its saving throw to manifest without exerting its own power. Other spirit guides caught in the spell's area must roll their saving throws normally, but they can use their ward's save bonus if it is higher.

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