Hellbat Swarm (3.5e Spell)
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Conjuration / Necromancy [Evil] | |
Level: | Sorcerer/Wizard 5 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | 20-ft.-radius spread |
Duration: | 1 round |
Saving Throw: | Fortitude Half |
Spell Resistance: | Yes |
This spell conjures a swarm of red bats made of necromantic energy, who consume everything within the area. All creatures caught in the area take 1d6 damage per level (maximum of 15d6), half of which is physical and the other half is negative energy. This source of negative energy does not heal undead or other creatures healed by it, but does not damage them A creature damaged by this spell is nauseated for 1 round, a creature immune to a swarm's distraction is immune to this effect. All creatures in the area are allowed a Fortitude save to halve the damage and negate the nausea effect.
The swarm lingers in place for 1 round, and deals 1 point of damage per caster level (maximum 15, same damage type as the initial spell) to all creatures who enter the area, or ends their turn in it. The area of a hellbat swarm is difficult terrain and obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Whenever a living creature is slain within the swarm, it lingers for an additional round. Multiple creatures slain in the same round are not cumulative.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Leziadv |
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Article Balance | High + |
Author | Leziad + |
Component | V + and S + |
Descriptor | Evil + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 5 + |
Range | Close + |
Rating | Undiscussed + |
School | Conjuration + and Necromancy + |
Summary | You conjure a swarm of hellish necromantic bats. + |
Title | Hellbat Swarm + |