Sunday, January 2, 2011

Campaign Design - Spells: Disappear

Disappear (from Relics & Rituals)
Illusion (Glamer)

Level: Bard 1, Sorcerer/Wizard 1, Warden 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 2 rounds (D)
Saving Throw: None
Spell Resistance: No

With a single spoken syllable, the caster disappears from sight with a brief puff of blue smoke. For the round of casting and the round directly thereafter, the caster remains invisible. The caster is not magically silenced, and certain other conditions can render him detectable (such as stepping in a puddle). The spell ends if the caster attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the caster’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the caster attacks directly, however, he immediately becomes visible along with all his gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The caster will reappear at the start of the third round if not already visible by then.

The spell has the additional advantage that it was specifically designed to escape from combat, and therefore, its power is easy to unleash, even under duress. The caster receives a +4 bonus to his Concentration check if he must make such a check in order to complete the casting of this spell. This bonus stacks with any other bonus, such as from the Combat casting feat.

Home     Three Worlds     Spell List

No comments:

Post a Comment