Difference between revisions of "Nahal’s Wildzone (3.5e Spell)"
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Revision as of 02:07, 15 January 2011
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Transmutation [Wild] | |
Level: | Wild 8 |
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Components: | V, S |
Casting time: | 1 Round |
Range: | Touch |
Area: | 150-ft.-radius emanation |
Duration: | 1 round/3 levels |
Saving Throw: | None |
The caster lets raw magic lose, so the veil of magic breaks all rules, this result in the area becomming a Wild magic area. In a wild magic area spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used in a wild magic area has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll on Da Great Surge Table Special:Nahal’s Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells
Wildstuffv | ||
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Basis | Wild Magic, Wild Magic Areas +Da Great Surge Table | |
Wild Feats | Wild Mage, Wild Blood, Wild Born, Wild Mage Artist | |
Wild Prestige Classes | Master Wild Mage, Wild Magic Paragon | |
Wild Spells | Nahal’s Reckless Dweomer, Hornung’s Chaos Shield, Fool’s Speech, Wild Fate, Nahal’s Vortex, Nahal’s Wildstrike, Hornung’s Surge Selector, Nahal’s Wildzone, Nahal’s Wildfire | |
Wild Other | Wild plague |