Thursday, January 3, 2013

Weird Arcana - Pandelume’s Overworldly Disks (New Spell)

Pandelume’s Overworldly Disks
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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