Sunday, January 2, 2011

Campaign Design - Spells: Cull the Weak

Cull the Weak (adapted from Shamans: Call of the Wild)

Level: Druid/Spirit Shaman 4, Predator 4, Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Creatures in a 60 foot radius
Duration: 1 round per caster level
Saving Throw: See text
Spell Resistance: No

By means of this spell you can determine the exact strength of a group of creatures within the area of effect. The spell reveals to you the Armor Class, Hit Dice, hit points remaining, attack bonuses, damage dice, and special abilities and qualities of said creatures. With this information, you can point out the creature you judge to be the weakest and a faint nimbus similar to faerie fire surrounds it. The target creature can resist this secondary effect with a Will save that negates the illumination, but not the original divination. If the creature is slain or neutralized, the nimbus transfers to the next weakest creature, which can also save against it. The effect dissipates once the duration ends or when a creature resists the effect with a successful saving throw.

The nimbus does not penalize the creature or add any bonus to attackers: This spell is used so the caster can keep track of which target is likeliest to die first in combat and share this information with others.

Home     Three Worlds     Spell List

No comments:

Post a Comment