Sunday, January 2, 2011

Campaign Design - Spells: Steal the Thunder

Steal the Thunder (adapted from Shamans: Call of the Wild)
Abjuration [Mind-Affecting]

Level: Cleric/Favored Soul 8, Magic 8, Sorcerer Domain 8, Sorcerer/Wizard 8
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
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You can steal other spellcaster's ability to work magic. You target a spellcaster or a creature with spell-like abilities and if it fails a Will save, it loses a number of spells equal to 1d6 + your Charisma modifier, starting with the highest level spells it can cast, and going down. If the creature possesses spell-like abilities, the spell can cancel a number of uses equal to 1d6 + your Charisma modifier, starting with the ones with the least uses. Abilities that can be used at will or once per hour or any shorter amount of time are not affected. If a creature possesses both spell slots and spell-like abilities, this spell targets the spell slots first.

Material component: A quartz crystal worth at least 100 shillings.

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