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Created By
Foxwarrior (talk)
Date Created: 4/13/10
Status: Just started
Editing: Please feel free to edit constructively!
Balance: Rogue


Necromancy
Level: Sorcerer/Wizard 7, Druid 8
Components: V, S
Casting time: 1-round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature that isn't immune to critical hits
Duration: Until saved
Saving Throw: Fortitude negates
Spell Resistance: Yes


The villagers cowered in the back of the building "It's the rats! Save us, brave adventurers!" There was much showing of teeth, hissing, and curling of tails. Yet another batch of adventurers was slain, and the villagers returned to their life as slaves to the rodents.

The target must make a Fortitude save or become fatigued and take 10d6 points of damage. If they fail their save, they must make another save at the beginning of their turn, ad nauseum until a save is passed.

An exhausted character who succeeds on the second or later save returns to fatigued status.

Verbal Component: The ability to speak languages is not a prerequisite for this spell.

Somatic Component: Hands are not required; having a tail with some muscular control and being either quadrupedal (or more) or prone is.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

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