Tuesday, February 12, 2013

Three New Illusionist Spells

The Illusionist Class

Brilliant Pattern

Level: Illusionist, 1st Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
 This spell creates a 20-foot wide pattern of swirling white light. Creatures within the pattern take a -1 penalty to attack rolls for as long as they are within the brilliant pattern, and for 1d4 rounds after they leave the area of effect or the spell ends.

Churning Pattern

Level: Illusionist, 3rd Level
Range: 150 feet
Duration: Concentration + 1d4 rounds
You create a 20-foot wide, glowing, twisting pattern of green, yellow, and purple colors that nauseates those within it.  Living creatures caught within a churning pattern are nauseated, making them unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.  The only action an affected character can take is a single move per round.  The nauseating effects last for as long as the character is in the churning pattern and for 1d4 rounds afterwards.  A successful save in the first round negates the effects of the pattern.

Shadow Labyrinth

Level: Illusionist, 8th Level
Area: 1 room/level.
Duration: Permanent
This spell creates a maze of passages and corridors through the plane of Shadow linking rooms on the Material Plane.  You can link as many rooms as you have caster levels, but you must stand within each room during the casting of shadow labyrinth.  The rooms must all be on the Material Plane.

During the casting of the spell, you designate which rooms are linked, how many portals appear in each room, and the appearance of the corridors between the portals.  The portals traditionally appear as dark archways in walls of each room, and there can be as many or as few as you wish.  Portals can replace existing doorways, and this is often done when fashioning a shadow labyrinth inside a single structure.  Portals cannot be invisible, and they must be large enough for you to enter.  Any room can be linked to any other room, including itself, but every room in the shadow labyrinth must be connected to every other room via the network of rooms and corridors (you cannot fashion two freestanding shadow labyrinths with a single casting).

The corridors of a shadow labyrinth are actually dimensional portals through the Plane of Shadow.  They usually appear as underground passageways lined with cut stone and paved with flagstones.  Within the passages light sources and vision are dimmed, and all creatures are considered to have concealment.  Sound and light from rooms only penetrate 20 feet into the corridors.  You can create your caster level times one hundred feet of corridor in the shadow labyrinth, but each corridor is at least 50 feet long.  You can specify the shape, appearance, and junctions of the shadow labyrinth.

 Shadow labyrinths resist attempts to decipher their pathways.  Anyone using magical means to navigate through the labyrinth must make a Will save vs DC (18+shadow labyrinth caster’s relevant ability score modifier), as though saving against the shadow labyrinth itself.  If the save fails, the magical means fail for 24 hours.  Non-magical means automatically fail.

Once cast, the layout of the shadow labyrinth does not change. 


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