Changes

Jump to: navigation, search

Hellbat Swarm (3.5e Spell)

50 bytes added, 17:38, 31 October 2023
no edit summary
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 [[SRD:Nauseated|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 damages deals 1 point of damage per caster level (maximum 15, same damage type as the initial spell) to all creatures caught who enter the area, or ends their turn in its area. However it cannot damage a creature more than once per casting. 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.

Navigation menu