The hound cannot be attacked, but it can be dispelled. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. The dog also gets the bonuses appropriate to an invisible creature. If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. It does not react to figments, but it does react to shadow illusions. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. It then guards the area where it was conjured (it does not move). You conjure up a phantom watchdog that is invisible to everyone but yourself. + 5 ft./2 levels) Effect: Phantom watchdog Duration: 1 hour/caster level or until discharged, then 1 round/caster level see text Saving Throw: None Spell Resistance: No Mage’s Faithful HoundĬonjuration (Creation) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. (These abilities cannot be recovered by mortal magic, not even miracle or wish.) Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. If the antimagic field survives the disjunction, no items within it are disjoined.Įven artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. You also have a 1% chance per caster level of destroying an antimagic field. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. + 5 ft./2 levels) Area: All magical effects and magic items within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: NoĪll magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. Mage’s DisjunctionĪbjuration Level: Magic 9, Sor/Wiz 9 Components: V Casting Time: 1 standard action Range: Close (25 ft. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You point your finger at an object and can lift it and move it at will from a distance. Duration: Concentration Saving Throw: None Spell Resistance: No + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.įocus: A piece of cured leather. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Conjuration (Creation) Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: NoĪn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
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