Astral Invader (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 2-3-14
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article


Astral Invader
Conjuration (Summoning)
Level: Cleric 8, Sorcerer/Wizard 8
Components: V, S, M, F
Casting time: 1 minute
Range: Unlimited
Target: Self
Duration: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes

There was a haunting "Vroomp" sound as the Baron knew his time had come. Down the hall was an assassin glowing dull red. He'd have to get good at fighting, or die here.

When you cast this spell, you focus on a specific creature and summon yourself into their presence, typically with the intent to kill the creature in question. What is summoned is an astral projection which glows either blue or red (based on the material component/focus component used). This is an astral copy as per astral projection while your actual body goes into suspended animation. Like astral projection, if you are slain, you return to where your material body rests. Using items and consumables (such as limited-use abilities) while in your astral form also subtracts the same amount from your actual body.

When you summon yourself, the opponent gets a Will save to resist your invasion; a successful save negates the invasion attempt. You are summoned within 1d10 × 100 ft of your target in a random valid location, and the target becomes aware of your arrival (but not necessarily your location). The spell ends when the duration is up, the target dies, or the caster dies. If the target is slain, the caster returns to their body with +1 attack, damage, and saving throws (maximum +5) and +5 temporary hp (which stacks with further invasions but not other sources) for 24 hours. If the caster's astral body is slain, they return to their body with 1 negative level which cannot be removed until 24 hours is up. Not even immunity to negative levels or being undead can save you from the penalties of this negative level. The target instead gains +1 attack, damage, and saves and +5 temporary hp for 24 hours, and is immune to further invasion attempts from that caster for 24 hours. They also become aware of the general location of the caster and may stage their own counter assault.

The astral bodies created by this spell shed light as a candle, and color their entire appearance. Red stones are typically used by assassins, while blue stones are typically used by lawful entities of justice and punishment.

Material Component or Focus: A fragment of a red or blue stone orb worth 100 gp. Alternatively, you can use a complete carved eye made of red or blue stone as a focus which is not expended, worth 5000 gp.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Eiji-kun's Homebrew (5204 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
ComponentV +, S +, M + and F +
Identifier3.5e Spell +
LevelCleric 8 + and Sorcerer/Wizard 8 +
RangeOther +
RatingUndiscussed +
SchoolConjuration +
SubschoolSummoning +
SummarySummon yourself into the area of your target so you may assassinate him, without the threat of death of yourself. +
TitleAstral Invader +