Going Nowhere Fast (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
Going Nowhere Fast
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target, or Effect: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes


This spell creates a ray that impacts a creature with a speed greater than 0' per round and immediately slows it to a crawl after passing through them and dissipating. If hit, a creature can only move 5' per round; if the target's speed is less than 5' per round, they are unaffected unless attempting to move faster than this limit. This includes distance traveled by teleportation spells of equal or lower level that transport targets within the same plane; i.e., plane shift is not affected). A remove curse spell can dispel the effects. The curse is infectious; the first being to touch an afflicted target with their bare hands (or any other appendage) or natural weapons must also make a Fortitude save at the original DC or be subjected to the same limited movement while the original target is freed of it. This process is repeatable for the duration of the spell - every time another being touches a creature under the effect, it is transferred to them on a failed save.

Material Component: A block of lead weighing 10lbs.



Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard

Home of user-generated,
homebrew pages!


Advertisements: