Sunday, January 2, 2011

Campaign Design - Spells: Pain Circuit

Pain Circuit (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
Necromancy

Level: Cleric/Favored Soul 7, Treachery 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature per 5 caster levels
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This bizarre spell opens a one-way conduit between you and the spell's subject so that any damage or harmful effects caused to you affect the subjects instead.

One of the spell's subjects (chosen by you) is affected instead whenever you would take damage from an attack, including energy damage or would suffer from the effects of ability score loss, death attacks, disease, energy drain, petrification, poison, or polymorphing. The subject is affected by the attack normally and is entitled to a saving throw if the effect allows one; spell resistance (if any) applies to each new spell that is transferred to the subject.

Pain circuit has no effect on mind-affecting or Enchantment spells or effects, or on effects such as possession by magic jar that do not fit into one of the above categories.

When you are subjected to any effect that allows a saving throw, you must attempt a saving throw against it before the effect is passed on to a spell subject. You are not allowed to voluntarily fail your saving throw against any harmful effects while this spell is active.

If all of the spell's subjects are slain, the spell ends. If two casters cast pain circuit on one another, the spells end immediately with no effect and both casters take 6d6 points of damage from magical feedback.

Material component: A forked copper rod.

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