Anchor (3.5e Spell)
Creatures affected by anchor cannot completely leave the ground, including mundane means (jumping, climbing trees) and magical means (fly or levitate. Teleportation effects, and those that do not physically lift the target off the ground are still effective.) The target can walk as normal, when running move at only 3x their normal speed. Characters with the Run feat still move at only 3x their normal speed.
Transmutation | |
Level: | Brd 3, Clr 3, Sor/Wiz 3 |
---|---|
Components: | V, S, F/DF |
Casting time: | 1 standard action |
Range: | Close (25+5 ft/level) |
Target: | One creature |
Duration: | 1 minute/ level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Bard
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Cleric
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
→ Sorcerer/Wizard
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.