D20:Sepia Snake Sigil Spell
Sepia Snake Sigil
Brd 3, Sor/Wiz 3
[Force]
V, S, M
10 minutes
Touch
One touched book or written work
Permanent or until discharged; until released or 1d4 days + one day/level; see text
Reflex negates
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake?s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:58 AM 0 Comments, 3,206 Views |
, 05-20-2007 at 12:32 AM
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