Fatal Attraction (3.5e Spell)
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Conjuration (Teleportation) | |
Level: | Bard 6, Sorcerer/Wizard 6, Warmage 6 |
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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 |
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.
Material Component: A magnet wrapped in gold-embroidered silk, value 300 gp.
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