Disable Vehicle (3.5e Spell)
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|Level:||Druid 4, Sorcerer/Wizard 4|
|Components:||V, S, M|
|Casting time:||1 standard action|
|Range:||Long (400 ft + 40 ft/level)|
|Target:||One or more vehicles; see text|
|Duration:||10 minutes/level (D)|
|Saving Throw:||Fortitude negates (object)|
The van sputtered and died, leaving its occupants coasting to a stop while their pursuit was hot behind them.
You disable vehicles by cutting them off from their power source, acting as if they ran out of fuel or if the source of their energy, including magic, had been suppressed. Unattended mundane vehicles receive no save, while attended or magical vehicles get a Fortitude save to negate. If the loss of power of the vehicle would result in dangerous consequences (such as losing power from an airplane or a flying broom) they get a +2 bonus on the save.
It has no effect on animal-pulled vehicles, but anything more complicated than a sled or carriage may be disabled.
Users of the vehicle can take a full round action to attempt the saving throw again and restore the power to their vehicle or to enable a previously disabled vehicle. They may also use a Disable Device check to restore function. The caster can disable one Large or smaller vehicle, and disable a size category larger every four levels beyond caster level 7th (Huge at 11th, Gargantuan at 15th, Colossal at 19th, and Colossal+ at 23rd and beyond). Alternatively you can disable multiple vehicles once your caster level is high enough; Huge counts as two Large or smaller vehicles, Gargantuan counts as four, Colossal counts as eight, and Colossal+ counts as 16.
Material Component: A red and green thread intertwined, which is snapped as part of casting.
|Article Balance||Very High +|
|Component||V +, S + and M +|
|Identifier||3.5e Spell +|
|Level||Druid 4 + and Sorcerer/Wizard 4 +|
|Summary||Disable to use of one or more powered vehicles for the duration. +|
|Title||Disable Vehicle +|