• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Some non-lethal spells

GuardianLurker

Adventurer
Running a double-check on the power level of some spells I've been working up. Levels up? Down? Comments? Changes?

Glue Missile (Transmutation)
Wiz/Sor 1
Components: V,S,M
Cast: 1 action
Range: Long (400' + 40'/level)
Target: One creature
Duration:See below
Save: No
SR: Yes

This spell launches a tanglefoot bag at a target. The caster must make a ranged touch attack to be successful.

The material component is the tanglefoot bag itself.

Knockout Ray (Necromancy)
Wiz/Sor 5
Components:V,S
Cast: 1 action
Range: Medium (100' + 10'/level)
Target: 1 creature
Duration: Instantaneous
Save: Fort negates
SR: Yes

A bolt of necromantic energy shoots from the caster's hand to unerringly strike a single target. If the target's body is unable to resist the sudden impact of such concentrated necromantic force, the target falls immediately unconscious, though no damage is taken from the spell itself. A knocked-out character returns to consciousness one hour later if left undisturbed. A knocked-out character who receives more damage than their level in hit points wakes immediately, and can take actions the following round.

Creatures of more than 75 current HP are unaffected.

Stunning Missile (Evocation)
Wiz/Sor 4
Components: V,S
Cast: 1 action
Range: Close (25' + 2'/level)
Target: One creature
Duration:Instantaneous
Save: Fort negates
SR:Yes

This spell shoots an unerring golden-red bolt of energy at its target. When the bolt hits, the target is stunned by the impact for 1 round/4 levels. If the creature takes damage or is attacked, the stun ends.

Creatures with more than 50 current HP are unaffected.
 
Last edited:

log in or register to remove this ad

Remove ads

Top