Phantasmal Missile (3.5e Spell)

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Phantasmal Missile
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: A single creature
Duration: 1 minute/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes


Upon completion, a missile flies out of your hand, unerringly striking the target. The missile may look, sound or smell in any way you wish. Only the subject can perceive the missile, and gets a Will saving throw to recognize it as unreal. If the save fails, the target will feel mortally wounded. This wound also smells and looks to the subject as you specify. While unharmed in reality(there is a limit to how much a non-epic phantasm can fool someone), the target nevertheless suffers 1d8 nonlethal damage per caster level(maximum 15d8) due to thinking and feeling this isn't the case. What kind of sensation(s) the subject feel(s) is/are for you to decide as well(peaceful haze, numbness or sharp, burning pain, for example). Should it stay conscious, the subject is allowed a Will save each round to disbelieve the effects of the spell. Any illusory effect the target would not normally sense(such as a devil feeling harmed by what seemed to be an orb of fire) or incompatible with other effects(acid doesn't feel like a frostbite, after all) provide cumulative circumstance bonuses on these saving throws to an intelligent target. The damage goes away after the spell ends and can be healed as normal, though if the subject fell unconscious, any allies will have a hard time telling what the problem is without magical help.


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

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