Combine Ideas (3.5e Spell)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

Combine Ideas
Level: Tarot 3
Components: V, F
Casting time: 1 Standard Action
Range: 10 feet
Targets, or Area: Allies within a 10-foot radius
Duration: See Text
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

Unites the intelligence of allies within a 10-foot radius.

This spell is much like Combine Forces, but this spell unites the intellect of allies within the area. When cast, the intelligence scores of willing participants are combined, and a specific member of the group is granted heightened intelligence. The individual may then use the new Intelligence score to perform any skill or boost the effects of a spell (such as increasing the DC for saving throws to resist); otherwise, the character can make a single, intelligence-related action. While the spell is in effect, the other participants have an equivalent intelligence of 1 and suffer the effects (-5 to rolls and so on) for the reduced ability. The intelligence is immediately restored after the action is taken.

If an individual does not wish to participate with the combine ideas spell, she may attempt to resist. If successful, that individual's intelligence is not added to the pool.


This spell can only be cast using 8 of Swords as a focus.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is {{{1}}}. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains {{{2}}} material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsTarot Mage

Home of user-generated,
homebrew pages!