Sunday, January 2, 2011

Campaign Design - Spells: Ethereal/Spiritual Junction

Ethereal/Spiritual Junction (adapted from Shamans: Call of the Wild)
Transmutation

Level: Cleric/Favored Soul 6, Sorcerer/Wizard 8, Spirit 8
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 120 foot emanation centered on a point in space
Duration: 1 minute per caster level (D)
Saving Throw: Special
Spell Resistance: No

You pull an area of the Spirit Realm or the ethereal plane in to the world you are on. Every creature caught in the area of effect exists in both planes at the same time for the duration of the spell.

Spontaneous spoellcasters such as favored souls and sorcerers decide which plane to affect at the time of casting, but characters that prepare spells, such as clerics and wizards, must choose for each spell when preparing their spells. Creatures from the affected planes can interact freely with creatures from the other losing any advantages of etherealness or incorporeality, and ranged attacks coming from outside the junction work normally, but if their effect crosses the areas totally or partially, the effect exists only in the plane from which it was launched.

Creatures enter the junction automatically, but must make a Will save to exist to their desired plane, which makes the spell an alternative, if unreliable, means of travelling to the ethereal plane or the Spirit Realm. When the effect ends, creatures still inside the spell's area or snapped back to their native plane, while those that managed to exit into another plane must find another way back.

Arcane focus: A glass lens.

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