Reboot (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 8-5-14
Status: Complete
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Reboot
Conjuration (Healing)
Level: Cleric 3
Components: V, S, M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: Instantaneous; See Text
Saving Throw: Will negates
Spell Resistance: Yes

Hello, Wizards of the Coast technical support, how may I help? ...your sorcerer is dying of filth fever? Have you tried rebooting him?

When you cast this spell the creature is dazed for 1 round. At the beginning of the next round they are stripped of any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It does not remove ability damage, negative levels, or permanently drained levels, nor does it remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled.

It also removes positive buffs with a duration, such as being under the effects of a shield spell, so the spell isn't often used in combat unless in dire straits.

Special: If prepared in a spell slot one level higher, the creature need not be willing.

Material Component: A plastic button with a half circle and a line through it. It is depressed for a second then released.



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Eiji-kun's Homebrew (5608 Articles)
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Facts about "Reboot (3.5e Spell)"
Article BalanceHigh +
AuthorEiji-kun +
ComponentV +, S + and M +
Identifier3.5e Spell +
LevelCleric 3 +
RangeOther +
RatingUnrated +
SchoolConjuration +
SubschoolHealing +
SummaryDazes a creature for 1 round, and then removes any status effects (good or ill) they were under from a large list. +
TitleReboot +