Sunday, January 2, 2011

Campaign Design - Spells: Maddening Mist

Maddening Mist (adapted from Shamans: Call of the Wild)
Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, Druid/Spirit Shaman 5, Haunting 3, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Fog spreads to fill a 60-foot-cube
Duration: 10 minutes + 1 minute per caster level or until dispersed (see text)
Saving Throw: Will partial (see text)
Spell Resistance: Special (see text)

You conjure a thick bank of fog charged with the voices of the spirits, and those caught with are assaulted by terrifying voices and see shapes out of the corner of their eyes. The first effect of the fog is to obscure vision, including darkvision, beyond 5 feet. A creature within 5 feet has one-quarter concealment (attacks suffer a 10% miss chance). Creatures further away have three-quarters concealment (attacks suffer a 30% miss chance).

The second effect comes when the spirits start whispering messages of madness, skirting around everyone inside the mist. All creatures inside the fog must roll a Will save or be shaken, suffering a -2 morale penalty to attack rolls, ability checks, skill checks, and saving throws. This condition lasts so long as the creature remains within the mist and for 2d6 rounds thereafter. Spell resistance only blocks the maddening effect, not the vision obscuring effect of the mist.

A moderate wind (11+ miles per hour) disperses the mist in 4 rounds. A strong wind (21+ miles per hour) disperses the mist in 1 round.

Material component: A pinch of cotton drenched in alcohol.

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