![]() ![]() ![]() Wondrous items with charges can never be intelligent. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. An 01 result indicates the wondrous item is intelligent, 02-31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32-100 indicates no special qualities. Usually use-activated or command word, but details vary from item to item. Anyone can use a wondrous item (unless specified otherwise in the description). This spell is not cumulative with protection from evil and vice versa.Ī little powdered silver with which you trace a 3-foot diameter circle on the floor (or ground) around the creature to be warded.This is a catch-all category for anything that doesn’t fall into the other groups. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. The anchor holds any called creatures in the magic circle for 24 hours per caster level. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.Ī successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. If the check fails, the diagram is ineffective. You do not know the result of this check. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. The creature can attack any target it can reach with its ranged attacks except for the circle itself. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. If you are successful, the anchor effect lasts as long as the magic circle does. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. A creature capable of any form of dimensional travel ( astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. If the called creature has spell resistance, it can test the trap once a day. Quiver of Plenty: Crafted by Nestaril the Undying, one of the most venerated elven wizards of a previous age, these rare quivers are prized by those who own them. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. The Trickster Orc in the Playground Join Date Feb 2013 Re: Quiver of Plenty From the Drag. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.Ī magic circle leaves much to be desired as a trap. The creature cannot cross the circle’s boundaries. ![]() When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. A magic circle against evil can be focused inward rather than outward. This spell has an alternative version that you may choose when casting it. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. Magic Circle against Evil Abjuration Level:ġ0-ft.-radius emanation from touched creatureĪll creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. ![]()
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