Pandelume’s Overworldly Disks
Conjuration
Level: Sorcerer/Wizard 4
Components: V, S, M (a green emerald worth 250 GP)
Casting Time: 1 standard action
Target: Personal
Effect: Creates a series of small vortexes in the shape of disks around the caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (see text)
Level: Sorcerer/Wizard 4
Components: V, S, M (a green emerald worth 250 GP)
Casting Time: 1 standard action
Target: Personal
Effect: Creates a series of small vortexes in the shape of disks around the caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (see text)
This rare spells creates a series of viridian
extradimensional vortexes in the shape of rotating disks that orbit the person
of the caster. One disk is created for every three caster levels (to a maximum
of six).
Pandelume’s
overworldly disks have
a series of different functions. First of all, they all shine with the same
intensity of a torch, shedding an unearthly green light.
Secondly, the caster can, as a standard action,
shoot one disk at a target. The range is 30 ft. and the caster must have line
of effect. Treat this as a ranged touch attack. Targets hit are engulfed by the
vortex, disappearing from this plane for the next 1d3 rounds. No save is
allowed, but SR applies normally. If the caster misses, the disk collapses on
itself and disappear.
The disks also have an important defensive
function. Once per round, as an immediate action, when hit by a physical
attack, the caster can place a disk between him and the attack. The disk will
absorb 50 points of damage before collapsing. If all damage is soaked, any
secondary effect (like poison) is also negated.
Finally, the caster can, as a swift action,
collapse one disk to attempt a countermagic against any teleport effect.
Pandelume’s
overworldly disks
is a dangerous dweomer. If the caster is teleported or comes in contact with
any portal or extradimensional door, each disk instantly detonates, dealing
each 4d6 points of damage to everything within 10 ft. The same thing happens if
two casters under the effect of this spell come within 10 ft. of each other.
I like to create spells
with dangerous and less known effects (the most radical example can be seen
here). In the case above I would probably omit the last two paragraphs. A
caster would need a successful Knowledge (Arcana) to figure out the countermagic
and anti-portal effects. Another option would be consulting a sage or wizard
guild. If you feel that this isn’t fair, you can drop a few hints – after the
caster identified the dweomer – that its formula is “odd” or “strange”. Anyway,
I believe these incomplete or mysterious descriptions give back some flavor to
D&D magic. I wonder how Gygax or Anderson did it; I
mean, I really liked how some spells interacted with each other in strange
ways.
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