Combine Ideas (3.5e Spell)
This material is published under the OGL 1.0a. |
Transmutation | |
Level: | Tarot 3 |
---|---|
Components: | V, F |
Casting time: | 1 Standard Action |
Range: | 10 feet |
Targets, or Area: | Allies within a 10-foot radius |
Duration: | See Text |
Saving Throw: | Will Negates (Harmless) |
Spell Resistance: | Yes (Harmless) |
This spell is much like Combine Forces, but this spell unites the intellect of allies within the area. When cast, the intelligence scores of willing participants are combined, and a specific member of the group is granted heightened intelligence. The individual may then use the new Intelligence score to perform any skill or boost the effects of a spell (such as increasing the DC for saving throws to resist); otherwise, the character can make a single, intelligence-related action. While the spell is in effect, the other participants have an equivalent intelligence of 1 and suffer the effects (-5 to rolls and so on) for the reduced ability. The intelligence is immediately restored after the action is taken.
If an individual does not wish to participate with the combine ideas spell, she may attempt to resist. If successful, that individual's intelligence is not added to the pool.
Arcana[edit]
This spell can only be cast using 8 of Swords as a focus.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Tarot Mage