Sunday, January 2, 2011

Campaign Design - Spells: Wyrm Shield

Wyrm Shield (from Relics & Rituals: Excalibur)
Abjuration [Heraldry]

Level: Cleric/Favored Soul 9, Heraldry 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Shield touched
Duration: 1 minute per caster level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

This spell creates a shimmering, magical field around a touched shield. As the wyrm symbolizes power, the shield’s wielder gains a +8 enhancement bonus to Strength. In addition, while the spell is in effect, the shield’s bearer is treated as bestowing an improved thundering effect on any melee weapon he strikes with, including his gauntleted fist - on a successful critical hit, the weapon does an extra 3d8 points of sonic damage if its multiplier is x2, and extra 4d8 points if its multiplier is x3, and an extra 5d8 if its multiplier is x4. Opponents dealt a critical strike by a person bearing a wyrm shield must make a Fortitude save (DC 19 + the caster’s Wisdom modifier) or be permanently deafened. Finally, the bearer of a wyrm shield is treated as striking with adamantine weapons for the purposes of bypassing damage reduction.

A person can benefit from a heraldry spell only while using the affected shield; carrying it or wearing it across one’s back is not enough. A shield can hold only one heraldry spell at any given time. If multiple heraldry spells are cast on the same shield, only the most recently cast applies.

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