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Blood of the Pale Moon (3.5e Epic Spell)

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Created By
Sulacu (talk)
Date Created: November 24, 2007
Status: Completed
Editing: Please feel free to edit constructively!


Blood of the Pale Moon
{{#arraymap: Illusion|, |x|{{#set:School=x}}x}} ({{#arraymap: Figment|, |x|{{#set:Subschool=x}}x}}) [{{#arraymap: Death, Fear, Mind-Affecting|, |x|Descriptor::x}}]
Spellcraft DC: Spellcraft DC::149
Casting time: 1 minute
Range: 12,000 ft.
Area: 100 ft. radius cylinder
Duration: Concentration plus 20 hours
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 891,000 gp; 18 days; 35,640 XP; Seeds: delude (DC 19), compel (DC 19), afflict (DC 14), slay (DC 25), Factors: target(s) to area with 20 ft. radius (+12 DC), increasing radius to 100 ft. (+10 DC), audible, olfactory, tactile, taste, and thermal aspects (+10 DC). Compel targets in area to perceive illusion as reality (+10 DC). Ad Hoc: Create random effects listed above through Afflict, Slay, and Compel seeds (+30 DC). Mitigating Factors: Any damage dealt to a creature allows it to make another save to resist the spell (-20 DC)

Summary::You create a very livid, realistic, but highly morphic illusion that spans a massive area, in which you may determine who to try and affect.

Targets caught within the illusion willingly regard it as a substitute reality, i.e., believe it to be real. The illusion contains audible, olfactory, tactile, taste, and thermal effects, and the visions and sensations incurred compel the interpreting mind to feel great pain or confusion. If a target fails a will save, it is exposed to a certain effect decided by a percentile.

d% Result Effect
1-10 Creature acts as if under the effect of insanity. No further rolls required for this creature.
11-20 Creature becomes fascinated for 1d4 rounds. Roll again after duration ends.
21-30 Creature becomes nauseated for 1d4 rounds. Roll again after duration ends.
31-50 Creature becomes dazed for 1d4 rounds. Roll again after duration ends.
51-70 Creature gets dealt 10d6 irreducible magic damage. Roll again next turn.
71-80 Creature gets dealt 2d12 temporary damage to his mental ability scores (Intelligence, Wisdom, and Charisma). Roll again in 1d4 rounds.
81-90 Creature gets dealt 2d12 temporary Constitution damage. Roll again in 1d4 rounds.
91-100 Creature gains 4d4 negative levels. No further rolls required for this creature.
Effects may persist even when the afflicted creatures exit the initial radius of effect. A greater restoration rids the creature of the effects on this table.

This spell delivers its damage by placing interfering currents of powerful magic in the synapses of one’s brain. Any profound external impulse, such as pain, can sever the illusion’s hold over a target’s mind. Any external pain or damage incurred by a creature under the effect of this spell (i.e. not caused by the effects of the spell itself) entitles it to make another Will save to try and shake off the spell.



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