Sunday, January 2, 2011

Campaign Design - Spells: Spirit Song

Spirit Song (adapted from Shamans: Call of the Wild)
Evocation [Sonic]

Level: Bard 4, Cleric/Favored Soul 4, Magic 4, Sorcerer/Wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 20-foot radius emanation centered on a creature, object, or point in space
Duration: 2 rounds per caster level (D)
Saving Throw: Special (see text)
Spell Resistance: No

You coax the spirits to manifest their voices in the Material Plane. Their voices are part of the original song of creation, and their echo interferes with all spellcasting, supernatural abilities, and spell-like abilities as well as creating a distracting rhythm. Every creature trying to cast a spell or use a supernatural or spell-like ability must make a caster check (1d20 + caster's Hit Dice or caster level, DC 11 + your caster level) or it will not work. Magic items work normally, as do spells or abilities entering the area but cast or activated outside it. Additionally, every creature inside the area must make a Will save or be distracted by the spirits' half-whispered words, suffering a -1 morale penalty to attack and damage rolls as well as to skill checks and saving throws. A bard's countersong ability works against both effects.

Focus: A small flute, pan pipe, or ocarina.

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