D20r:Spells

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(Alarm)
(Alarm)
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''Alarm'' can be made permanent with a ''permanency'' spell.  
''Alarm'' can be made permanent with a ''permanency'' spell.  
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   | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal". Rather than its typical effects, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell.
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   | eternal = As a swift action, you modify the shape of your next spell with a range other than "personal" into a 'ward'. Rather than its typical effects, you place it within a square adjacent to you. You must specify all effects, options, and other relevant variables when you cast the spell.
The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected.
The next creature to enter the warded square triggers the spell, and all of the spell's effects take place at that time. Even if the spell affects an area, only the creature that is in the square when the ward is triggered is affected.
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An ''alarmed'' spell remains for 1 hour or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the trap can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the ''alarmed'' spell. ''Dispel magic'' or similar effects can remove an ''alarmed'' spell: they do not trigger the ward even on a failed check.
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A ward remains for 1 hour or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. ''Dispel magic'' or similar effects can remove a ward: they do not trigger it even on a failed check.
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If you do not cast another spell before the end of your turn, this effect is wasted.
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Revision as of 06:22, 4 March 2011

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