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Sepia snake sigil
Sepia snake sigil









sepia snake sigil sepia snake sigil sepia snake sigil

A 5th level MU would be no further than 2 1/2" to cast the spell. A 16th level magic user would be in range of attack (which could do 5-50 hit points, or biting the MU's head off, if tried on the tarrasque). The range is fairly close, 1/2" per level. Magic resistance is an issue, of course, as it is with anything. So yes, it could easily immobilize a tarrasque, HARD, demon, etc. Even the requirement that it hit its target does not nerf it that much - at the mininum caster level, it still strikes as a 5 HD monster, whose THAC0 is not that bad. The fact that it's essentially permanent, there's no save - very powerful indeed. Marco wrote:The 1e version of this spell always seemed a bit too overpowered to me, for a 3rd level spell. It was cut from D&D thereafter, I thought, but apparently it is back. Casting time is up to 10 minutes, has a reflex save negates, is also a bard spell 元, Conjuration (Creation) spell, and the amber cost is upped to 500 gp. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores."ģe (& 3.5e) version is very much like 2e's, a trap. It can be cast in combination with other spells that hide or garble text. A dispel magic can remove it an erase spell destroys the entire page of text. The spell cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke that is 10 feet in diameter and lasts for one round. The victim does not age, grow hungry, sleep, or regain spells while in this state. Until then, nothing can get at the victim, move the shimmering force surrounding him, or otherwise affect him. If it strikes successfully, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until released, either at the caster's command, by a successful dispel magic spell, or until a time equal to ld4 days + 1 day per caster level has elapsed. Its attack is made as if it were a monster with Hit Dice equal to the level of the wizard who cast the spell. When read, the so-called sepia snake springs into being and strikes at the nearest living creature (but does not attack the wizard who cast the spell). When this spell is cast, a small written symbol appears in the text of any written work. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores." UA pg 56Ĭompare & contrast with temporal stasis & so forth. The three applications are:ġ) as a glowing sigil in the air drawn by the spell caster and pointed at the intended target Ģ) as a glyph of umber marked on some surface that is touched or gazed upon andģ) as a small character written into some magic work to protect it. If the sepia snake misses its target, it dissipates in a flash of brown light, with a loud noise and a puff of dun-colored smoke which is 1 “ in diameter and lasts for 1 round. The victim does not age, grow hungry, sleep or regain spells when in this state, and is not aware of his or her surroundings. Until then, nothing can get at the victim, move the shimmering force surrounding him or her, or otherwise affect the field or the victim. If it is successful in striking, the victim is engulfed in a shimmering amber field of force, frozen and immobilized until the caster releases the dweomer or until a dispel magic spell does so. Its attack is made as if it were a monster with hit dice equal to the level of the magic-user who cast the dweomer. This so-called sepia snake springs into being and strikes at the nearest living creature (but the sepia snake will not attack the magic-user who cast the spell). " Sepia Snake Sigil (ConjurationlSummoning)ĮxplanationlDescription: There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force.











Sepia snake sigil