New Spell: DIE ALONE

Anabstercorian

First Post
Die Alone
Illusion [Glamer, Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M, Xp
Casting Time: 1 Standard Action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Permanent (See text)
Saving Throw: Will partial

This spell dooms the target to solitude, erecting a barrier of perception between the creature and the rest of the universe. The target can no longer sense any other creature, living or not, in any way, and all other creatures have the same inabilty to sense it. This is an illusion and not a mind affecting effect.

The target must make two Will saves when affected by the spell. If the first saving throw is failed, the spell is permanent - Otherwise it only lasts one round. If the second saving throw is failed, then the target will unconsciously avoid touching any other creature, unconsciously avoiding stepping in to them, and is compelled not to leave evidence of its presence such as signs or notes for one day - Otherwise, they may do all of those things for one day. This is a mind-affecting effect. This second save must be repeated daily whether successful or not.

This spell is exceptionally difficult to circumvent. Only True Seeing or greater effects can actually see the target, but they must succeed on a caster level check (DC 11 + caster level) against the caster of Die Alone or fail. Only Limited Wish and Discern Location can remotely determine the location of the target. Dispel Magic, Greater Dispel Magic, and Remove Enchantment can all end the spell. Wish and Miracle will not only remotely discern the location of the target but immediately end the spell if it is so desired.

Material Components: A two-sided mirror worth 500 GP, which turns black and worthless during the casting.
XP Cost: 500 XP
 
Last edited:

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Anabstercorian said:
Why should its combat usage be limited?

To me it just doesn't seem like a combat spell. It seems like a spell that would be used when no one expected it. THe party goes to sleep, they wake up Bob's gone. Bob wake's up, everyone's gone.

That is more of an opinion thing, though. Balance wise it seems pretty good.
 


You failed to list what the effect of the "will, partial" save was. You also failed to specify SR. I'd assume that it applies, and that will partial should be will negates.
 

I think I would drop the "Works into the afterlife" bit. There aren't any spells that work that way AFAIK.

Also the unconcious avoidance bit means the spell has to be an enchantment as well as you are effecting the mind of the target.


Also there is no good reason AFAICT to have the "partial" save. I think it should be all or nothing.

Also the person effected by the spell could steal food as needed. People would notice the food gone and put two and two together.
In addition they should be able to leave notes and the like as the spell would effect them only them.

Hey BOB I am sitting in the circle on the ground, come dispell me.

. Otherwise the spell would have to slough off off the person and onto everything they touch. Not even an epic level spell could be that contagious.


I might change the spell name to Curse Of Solitude as a flavor measure but thats up to you.

Otherwise very creepy and evil.

Nice Job
 

Alone
Illusion [Glamer]
Level: Sor/Wiz 4
Components: V, S, F
Range: Close
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
As Die Alone, except as above.
Focus: A two-sided mirror worth 500 GP.
 


Anabstercorian said:
Alone
Illusion [Glamer]
Level: Sor/Wiz 4
Components: V, S, F
Range: Close
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes
As Die Alone, except as above.
Focus: A two-sided mirror worth 500 GP.

A nice minor version, scary!
 

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