False Death (3.5e Spell)

The Illusionist must sometimes take drastic measures to escape confrontation with their life, even if it means dying...for a while anyways. The Illusionist casting False Death puts the Zombie powder on their tongue introducing it to their nervous system. This effectively kills them, paralyzing their body and slowing their heart and breathing to levels impossible to detect by most means. Magical means of detecting life are not affected. The Illusionist takes a Fortitude DC15 check to see if the powder causes damage to their body, if they fail they remain unconscious for an extra hour beyond their planned time, and take 1D6 damage, considered poison damage for effects.

False Death
Illusion
Level: Soc/Wiz 1
Components: Zombie Powder (or equivalent numbing agent)
Casting time: 1 Standard Action
Range: Self
Target, or Effect: Self
Duration: 1hr min and up to 1hr per level of the Caster
Saving Throw: Fortitude, see text
Spell Resistance: No

Anyone unaware of the Illusionists trick will immediately believe they have died. Looking at the body provides no save against this, however if a creature examines the body closely they may take a DC40 perception check to see if they notice life signs.

Most creatures, including some animals, will stay away from an already dead corpse. If anything does attack the corpse while under the effects of this spell, the Illusionist still takes half damage(rounded down) as the slow movements of their blood and body allow for long life span, and they cannot/will not react or feel the pain not matter how brutal it should be; making their death all the more convincing.



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.