Sunday, January 2, 2011

Campaign Design - Spells: Pain Missile

Pain Missile (adapted from Fury in the Wastelands: The Orcs of Tellene)
Transmutation

Level: Cleric/Favored Soul 3, Sorcerer/Wizard 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 1 missile per caster level
Duration: 1 round per caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes

Pain missile must be cast onto a missile of some sort, such as an arrow or javelin, before it is used, in order to take effect. Striking a target requires a standard ranged attack roll, but instead of causing damage, the missile induces pain. The victim must make a Fortitude save (with a DC as normal for a spell cast by the caster of pain missile) in order to perform any action other than lying on the ground writing in agony. The save must be made every round the target wishes to take action for the duration of the spell. If the save is successful, the target may act normally for that round.

Material components: The missile to be enchanted, which is consumed when it strikes the target, if the attack is unsuccessful, or when the duration expires. The missile may carry more than one enchantment.

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