Sunday, January 2, 2011

Campaign Design - Spells: Burst of Magic

Burst of Magic (from School of Illusion)
Illusion (Glamer, Deception)

Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 5 feet wide to 50 feet wide + 5 feet per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this cantrip, the caster creates a harmless surge of dazzling magical energy that does absolutely nothing. This burst takes the form of an offensive bolt or burst similar to that of a lightning bolt or fireball, even though the burst causes no damage. The burst can be detected at great range as a powerful spell by other wizards, sorcerers, and magic-sensitive creatures. The burst itself appears as a faint bluish light, just visible to all creatures within 50 feet of the spell. In addition, all spellcasters and creatures with innate magical abilities within 1,000 feet of the burst automatically become aware that some form of magic has just been cast, although neither the nature nor the actual purpose of the magic will be known. A detect magic spell cast within 1d10+10 rounds of the burst falsely reveals that the spell level of the burst is equivalent to a 6th to 9th level spell (1d4+5) and that the caster level is equivalent to the caster's actual level +2d6. Also, a detect magic spell can detect the effects of a burst at double its normal maximum range.

Should the burst strike an object, it leaves a faintly glowing residue on the target for 1d2 hours. During this time, the items detect as magical. Casting an identify spell on an object affected by the burst detects a false +2 enchantment on that object - an ordinary longsword would appear to be a longsword +2, while a longsword +2 would appear to be a longsword +4. Beyond this, further scrutiny from magical spell will net provide specific details about the affected items.

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