Fatal Attraction (3.5e Spell)

The target designated by this spell becomes a vortex and inexorably draws creatures into its grasp. At the end of the round in which the spell is cast, all creatures within 20 ft. of the target who fail their Fortitude save are instantly teleported 10 ft. closer to the target. At the end of the round after the spell is cast, all creatures within 30 ft. of the target (including those in the original area of effect) who fail their Fortitude save are instantly teleported 20 ft. closer to the target. At the end of every subsequent round, the affected area expands by 10 ft. and the distance teleported also increases by 10 ft. On the fourth round, all creatures within 50 ft. who fail their saving throw are teleported 40 ft. toward the target. If the original target of this spell was a creature, it may not move for the duration of the spell and suffers damage each round as noted below. Any creature that is teleported to the target area immediately takes 5d6 hit points of damage and is then teleported 50 ft. in a random direction. Note that the target of this spell is never teleported, but suffers 1d6 hit points of damage each round. A successful Fortitude save will resist the damage for a single round and a save is allowed each round until the spell’s duration expires.

Fatal Attraction
Conjuration (Teleportation)
Level: Bard 6, Sorcerer/Wizard 6, Warmage 6
Components: V, S, M
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level
Target: Target creature or 5 ft. square
Duration: 1 round/level
Saving Throw: Fortitude to resist for one round
Spell Resistance: Yes

Material Component: A magnet wrapped in gold-embroidered silk, value 300 gp.


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