Phantasm (3.5e Epic Spell Seed)
From D&D Wiki
Illusion (Figment), Enchantment (Compulsion) [Mind-Affecting] | |
Spellcraft DC: | 29 |
---|---|
Components: | V, S |
Casting time: | 1 minute |
Range: | 75 ft. |
Target: | One or more living creatures, no two of which can be more than 30 ft. apart |
Duration: | 1 round |
Saving Throw: | Will negates, Fort half |
Spell Resistance: | Yes |
This spell seed creates a spell which creates the illusion of the land around them converting into terrain that channels an elemental force, damaging them appropriately. The element can be any one of fire, cold, electricity, acid, or sonic without increasing the DC. Adding a second elemental type increases the DC by +4 and the damage is split evenly between all elements, with one of the elements being the primary element in the case of an uneven distribution (that element getting the addition die of damage). The elements can instead be replaced with force by increasing the DC by +8. Alternatively, force can be added to the other elements like it was simply another element, but this increases the DC by +14 instead.
The spell created by a Phantasm Seed creates the illusion for the subjects of being transported together to some plane or location that inficts upon them the appropriate damage, the base damage being 10d6, increasing in increments of 2d6 by adding +3 to the DC. Because this is an illusion, the subject of this spell may make a will saving throw to disbelieve that, but failing that causes them to believe the illusion, dealing them full damage unless they succeed on a fortittude saving throw for half damage.
In the case of energy resistance, any creature with energy resistance to one or more energy types applies their energy resistance to each applicable type as appropriate.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Epic Spells, Seeds, and Powers