Difference between revisions of "Red Repellant (D&D spell)"
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Revision as of 23:12, 20 February 2007
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Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates, see text
Spell Resistance: Yes
This spell holds back fine and diminutive vermin from the target. Such a creature cannot attack the target or approach within 1 ft. This includes swarms made up of such creatures, although these get a Will saving throw to ignore the effect. Individual creatures get no saving throw.
Material component: A pinch of garlic.
Red Noise
Abjuration (Sonic)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell surrounds the target in a sonic field that is barely perceptible to humans as a low hum. It is nauseating to Tiny and smaller creatures with an extended range of hearing such as animals and vermin or those with a racial bonus on Listen rolls. Such creatures will find the area next to the target extremely uncomfortable and cannot willingly approach within 1 ft. unless they have a strong reason to do so and succeed on a Will saving throw. The creatures in a swarm embolden and push each other, which means the swarm as a whole can attempt a saving throw even if not strongly motivated.
The sound diminishes quickly over distance, but the target still takes a -5 modifier on Move Silently checks.
Focus: A tiny cymbal suspended on a red string that must be worn by the target.
Red Zapper
Abjuration (Electricity)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell surrounds the target in a field of static electricity that is barely perceptible to humans as a tingling that causes small hairs to stand up. It is nauseating to Diminutive and smaller creatures. Such creatures will find the area next to the target extremely uncomfortable and cannot willingly approach within 1 ft. unless they have a strong reason to do so and succeed on a Will saving throw. The creatures in a swarm embolden and push each other, which means the swarm as a whole can attempt a saving throw even if not strongly motivated.
Against creatures that use or are resistant to electricity as a supernatural or extraordinary ability, the field has the opposite effect, alerting and attracting them at a range of about 30 ft. The sound and tiny red-tinted static discharges generated by the spell give the target a -5 circumstance penalty on Hide and Move Silently.
Focus: A tiny piece of amber suspended on a red string that must be worn by the target.