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.
(The license for this entry is located in the Legal page above.)
(The license for this entry is located in the Legal page above.)
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