Pandemonium (3.5e Epic Spell)

Once the last sanity-breaking word in the incantation is spoken the air inside the 100ft radius you've chosen begins to bend and tear giving glimpses into the plane of chaos you've viewed. All living creatures within the area are entitled to a will saving throw if they fail they are instantly transported to the Far Realm swarming with proteans. They are also affected as if insane for 24 hours, dispel attempts can be made against this every round they are able to do so. All affected by the spell are transported to the same area on the plane and must find there own way out even after the insanity effect has worn off. Unless the GM has some sort of plan all those transported in this way are attacked by 1d6+1 Hagunemnon's every hour that they remain in the Far Realm.

Pandemonium
Enchantment
Spellcraft DC: 383
Components: V, XP
Casting time: 1 action
Range: 300ft
Target, Effect, or Area: 100ft radius
Duration: Instantaneous (24 hours of insanity)
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: Seeds: Transport (DC+27), Forsee (to view plane of insanity, remove if you know one well enough) (DC+17), Afflict (DC+14). Factors: interplanetar travel (DC+4), unwilling creature (DC+4), make target insane for secondary duration (DC+30 ad-hoc), 1 action casting time (DC+20), no somatic component (DC+2), change from touch to target (DC+4), change from target to area (DC+10), change area to 20ft radius (DC+4), increase area by 400% (DC+16), increase duration by 7,100%, (DC+142), increase subjects saving throw DC by +45 (DC+90). Mitigating factors: burn 100xp (DC-1). Material cost: 1,344,700gp in materials. Research time: 69 days. XP cost: 137,880xp.



XP Cost: 100xp



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