Crawl Away Head (3.5e Spell)
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|Level:||Cleric 7, Sorcerer/Wizard 7|
|Components:||V, S, DF|
|Casting time:||1 round|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Target:||One living creature|
"He looked sick, then got real pale and twitchy, then his head sprouted legs and fell off his body."
On a successful save, the target merely becomes sickened for 1d4 rounds.
On a failed save, the target immediately becomes sickened. 1d4 rounds later, his condition worsens to nauseated. After 1d4 rounds of nausea, his head separates from his body (becoming an independent creature) and his body dies. His size decreases by two size categories and he suffers a -4 size penalty to Strength and Constitution. His base speeds and special qualities don't change as he grows limbs and organs from his head to facilitate any of his previous modes of movement and biological function, such as swimming and natural attacks (though a reduction in size may alter their effectiveness). The caster determines the basic appearance of these limbs, such as spidery or tentacular. In this form, the target lacks the fine control of his limbs necessary to make use of somatic components in spells and takes -4 on attack rolls using wielded or held objects.
If a target's head is cut off while still sickened or nauseated from this spell, the target instead immediately progresses to the final stage and becomes a crawl away head.
A dispel magic, remove curse, break enchantment, lesser restoration or greater restoration cast before the head crawls away ends this spell. Otherwise, a remove curse or break enchantment immediately followed by a greater restoration (to restore the creature's body) is required to return a crawl away head to normal.
|Article Balance||High +|
|Author||Ganteka Future +|
|Component||V +, S + and DF +|
|Identifier||3.5e Spell +|
|Level||Cleric 7 + and Sorcerer/Wizard 7 +|
|Summary||This spell causes the target's head to detach and grow limbs. +|
|Title||Crawl Away Head +|