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bSepia
Snake Sigil b
(Conjuration/Summoning)
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Effect: There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force.
The so-called sepia snake
springs into being and strikes at the nearest living creature (but the
sepia snake will not attack the magic-user who cast the spell).
Its attack is made as if
it were a monster with hit dice equal to the level of the magic-user who
cast the dweomer. <link to attack table>
If it is successful in striking,
the victim is engulfed in a shimmering amber field of force,
frozen and immobilized until the caster releases the dweomer or until a
dispel magic spell does so.
Until then, nothing can get at the victim, move the shimmering force surroundinging
him or her, or otherwise affect the field or the victim.
The victim does not age, grow hungry, sleep or regain spells when in this
state, and is not aware of his or her surroundings.
If the sepia snake
misses its target,
it dissipates
in a flash of brown light, with a loud noise
and a puff of dun-colored smoke which is 1"
in diameter and lasts for 1 round.
The three applications are:
1) as a glowing sigil in
the air drawn by the spell caster and pointed at the intended spell target.
2) as a glyph of umber marked
on some surface that is touched or gazed upon;
3) as a small character
written into some magic work to protect it.
MC: The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
<redo colors>
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