Nahal’s Wildzone (3.5e Spell)

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Author: Wildmage (talk)
Date Created: 15/01-2011
Status: Complete
Editing: Clarity edits only please
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This spell is intended to be used with the Wild Magic Variant Rules, and makes reference to materials contained therein.


Nahal’s Wildzone
Transmutation [Wild]
Level: Wild 8
Components: V, S
Casting time: 1 Round
Range: Touch
Area: 150-ft.-radius emanation
Duration: 1 round/3 levels
Saving Throw: None

The caster lets raw magic lose, so the veil of magic breaks all rules, this result in the area becomming a Wild magic area. In a wild magic area spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used in a wild magic area has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll on Da Great Surge Table Special:Nahal’s Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpells

Part of:
Wildstuffv
Basis Wild Magic, Wild Magic Areas +Da Great Surge Table
Wild Feats Wild Mage, Wild Blood, Wild Born, Wild Mage Artist
Wild Prestige Classes Master Wild Mage, Wild Magic Paragon
Wild Spells Nahal’s Reckless Dweomer, Hornung’s Chaos Shield, Fool’s Speech, Wild Fate, Nahal’s Vortex, Nahal’s Wildstrike, Hornung’s Surge Selector, Nahal’s Wildzone, Nahal’s Wildfire
Wild Other Wild plague

AuthorWildmage +
ComponentV + and S +
DescriptorWild +
Identifier3.5e Spell +
LevelWild 8 +
RangeTouch +
Rated ByFoxwarrior +
RatingRating Pending +
SchoolTransmutation +
SummaryCreates a temporary wild magic zone. +
TitleNahal’s Wildzone +