Jimlock
Adventurer
.= All changes made since the original post
(Dilreen’s) Disorientation
Evocation (Sonic)
Level: Brd 3, Sor/Wiz 3
Components: S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2levels)
Target: A 20-ft.-radius emanation centered on a creature, object, or point in space; see text
Duration: 1 minute/level (D)
Saving throw: Will negates or none (object), Fortitude negates; see text
Spell Resistance: Yes or no (object)
You evoke magical infrasonic/ultrasonic waves that emanate from the point of origin and permeate throughout the entire area of effect of the spell. Unlike a normal emanation and much like a spread, the infrasonic/ultrasonic waves affect creatures with total cover as long as they are otherwise exposed and inside the area of effect. The spell penetrates liquids and barriers (in form of micro-vibrations), but 1-foot of stone, 1 inch of common metal and 3 feet of wood or dirt blocks it.
Regarding ordinary (humanlike) senses, the waves are invisible to normal vision, undetectable to touch when traveling through matter, and almost completely silent to hearing, except for a high-pitched noise in the ears of the subjects found in the area of effect (as if their ears were ringing). As far as ordinary smell is concerned, the magical waves produce the strong odor of sulfur used in the casting of the spell, which is intense enough so as to be automatically detectable within the area of effect, but nonexistent beyond that range.
Due to the piercing high-pitched noise and the nauseating odor of sulfur, all creatures able to hear and/or smell normally (humanlike senses), must succeed on a Fortitude save or suffer a -1 penalty on attack rolls, skill checks, and ability checks while in the area of the effect (re-entering the area requires a new saving throw).
In addition to the above minor effect, special sensory abilities (dependant on echolocation, keen hearing, sensitivity to vibrations, acute scent) such as Blindsight, Blindsense, Tremorsense and Scent, are completely disabled (no saving throw required) within the confines of the spell’s area of effect (No mater if they derive from innate special abilities [(Ex), (Su), (Sp)], or actual spells). Creatures relying solely on the above mentoned special abilities are effectively blinded (Just as a human relying solely on his vision would be, if found in an area of complete light). In opposition to complete darkness and much like a blinding light, the waves affect creatures with the above-mentioned sensory abilities not by blocking input, but by providing so much information so that they cannot discern differentiations in the environment affected by the spell. Such a creature outside the spell's area of effect and whose abilities can reach the affected space, perceives a sphere abundant of information (just as a human looks upon a sphere of complete white light). These sort of special sensory abilities permit creatures (provided they are outside the spell’s area of effect) to detect everything else normally beyond the spell’s area, be that even behind the magical sphere (without line of sight), provided the abilities can cover the distance. Creatures caught in the spell that do not rely solely on the above-mentioned abilities can use ordinary (humanlike) senses normally, are not blinded, being only deprived of their special senses. The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required).
The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.
Silence counters or dispels Disorientation. Disorientation has no effect when cast in a Silenced area.
Material Component: A pinch of dust comprised of sulfur, hair from a bat’s ear, a spider’s leg and a rat’s nostrils spread in the air.
-I abandoned the idea of having the radius increase according to level. The radius is now fixed at 20ft. (as Silence and Blacklight)
-I settled with Sor/Wiz 3. (As Blacklight)
-I cleared up all interaction with Silence
-I'm having some (small) second thoughts on duration.... should it go down to round/level??
(Dilreen’s) Disorientation
Evocation (Sonic)
Level: Brd 3, Sor/Wiz 3
Components: S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2levels)
Target: A 20-ft.-radius emanation centered on a creature, object, or point in space; see text
Duration: 1 minute/level (D)
Saving throw: Will negates or none (object), Fortitude negates; see text
Spell Resistance: Yes or no (object)
You evoke magical infrasonic/ultrasonic waves that emanate from the point of origin and permeate throughout the entire area of effect of the spell. Unlike a normal emanation and much like a spread, the infrasonic/ultrasonic waves affect creatures with total cover as long as they are otherwise exposed and inside the area of effect. The spell penetrates liquids and barriers (in form of micro-vibrations), but 1-foot of stone, 1 inch of common metal and 3 feet of wood or dirt blocks it.
Regarding ordinary (humanlike) senses, the waves are invisible to normal vision, undetectable to touch when traveling through matter, and almost completely silent to hearing, except for a high-pitched noise in the ears of the subjects found in the area of effect (as if their ears were ringing). As far as ordinary smell is concerned, the magical waves produce the strong odor of sulfur used in the casting of the spell, which is intense enough so as to be automatically detectable within the area of effect, but nonexistent beyond that range.
Due to the piercing high-pitched noise and the nauseating odor of sulfur, all creatures able to hear and/or smell normally (humanlike senses), must succeed on a Fortitude save or suffer a -1 penalty on attack rolls, skill checks, and ability checks while in the area of the effect (re-entering the area requires a new saving throw).
In addition to the above minor effect, special sensory abilities (dependant on echolocation, keen hearing, sensitivity to vibrations, acute scent) such as Blindsight, Blindsense, Tremorsense and Scent, are completely disabled (no saving throw required) within the confines of the spell’s area of effect (No mater if they derive from innate special abilities [(Ex), (Su), (Sp)], or actual spells). Creatures relying solely on the above mentoned special abilities are effectively blinded (Just as a human relying solely on his vision would be, if found in an area of complete light). In opposition to complete darkness and much like a blinding light, the waves affect creatures with the above-mentioned sensory abilities not by blocking input, but by providing so much information so that they cannot discern differentiations in the environment affected by the spell. Such a creature outside the spell's area of effect and whose abilities can reach the affected space, perceives a sphere abundant of information (just as a human looks upon a sphere of complete white light). These sort of special sensory abilities permit creatures (provided they are outside the spell’s area of effect) to detect everything else normally beyond the spell’s area, be that even behind the magical sphere (without line of sight), provided the abilities can cover the distance. Creatures caught in the spell that do not rely solely on the above-mentioned abilities can use ordinary (humanlike) senses normally, are not blinded, being only deprived of their special senses. The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required).
The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.
Silence counters or dispels Disorientation. Disorientation has no effect when cast in a Silenced area.
Material Component: A pinch of dust comprised of sulfur, hair from a bat’s ear, a spider’s leg and a rat’s nostrils spread in the air.
-I abandoned the idea of having the radius increase according to level. The radius is now fixed at 20ft. (as Silence and Blacklight)
-I settled with Sor/Wiz 3. (As Blacklight)
-I cleared up all interaction with Silence
-I'm having some (small) second thoughts on duration.... should it go down to round/level??