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Chaos Spinner (3.5e Spell)

2,746 bytes added, 11:57, 25 September 2019
Created page with "{{author |author_name=Eiji-kun |date_created=9-25-19 |status=Spinning out of control! |balance=Very High }} <onlyinclude>{{3.5e Spell |name=Crazy Spinner |school=Illusion |su..."
{{author
|author_name=Eiji-kun
|date_created=9-25-19
|status=Spinning out of control!
|balance=Very High
}}

<onlyinclude>{{3.5e Spell
|name=Crazy Spinner
|school=Illusion
|subschool=Shadow
|desc=Chaotic
|lvl=Bard 5, Sorcerer/Wizard 7
|comp=V, S
|casttime=1 standard action
|range=Medium (100 ft + 10 ft/level)
|dur=1 round/level
|tsea=a
|subj=20 ft radius cylinder, 10 ft high
|save=Fortitude negates, Will partial
|sr=Yes
|summary=Entrap targets in spinning warped space, causing them to be forcefully moved, sickened, nauseated, or confused.
}}

''Round and round and round it goes, where you stop nobody knows!''

A swirling mass of colors appears under the feet, and the world melds partly with the shadow plane becoming fluid and mutable. Creatures are wrapped up and shunted into new locations as space bends, and those riding it are subject to sickness, nausea, and confusion when they disembark.

Creatures in the area on initial casting, who pass through the area, or who end their turn in the area are subject to its effects, though they only need to save once each round regardless how many times they pass through. Creatures must make a [[Fortitude]] save against being sickened as long as they remain in the area and for 5 rounds after leaving, and must make a [[Will]] save or be [[SRD:Confusion|confused]] for as long as they are in the area and 1 round after leaving. Even on a successful [[Will]] save (or on immunity), they are dazzled. The confusion is a mind-affecting effect, but no other part of the spell is. Ranged attacks through this warped space are impossible and effectively break line of effect.

In addition, roll 1d8. Creatures are shifted to a random cardinal direction in the circle the same distance away from the center they started with, using north as 1 and going clockwise. Multiple creatures may move different amounts, as there is no rhyme or reason to the circle's spin. This movement does not provoke attacks of opportunity, and stops early if it runs into an obstruction.

The caster can move the circle up to 20 ft a round by concentrating on it as a move action. Allies are partly immune to your circles effects, able to choose what direction they end up in and not needing to make the saving throws. They are, however, dazzled.

If willing creatures stand upon the circle for at least 5 rounds consecutively, the caster can discharge this spell as a standard action to teleport all creatures and objects in the area as per ''[[SRD:Dimension Door|dimension door]]'' via the plane of shadow to a new location. This ends the spell.

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{{3.5e Bard Spells Breadcrumb}}<br/>
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br/>
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