Weird
(Evocation - Illusion/Phantasm)


L^: i7
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R#: 3"
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D^: Special
C^: v.s
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CT: 7s
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S^: Special
A^: 2" radius
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Effect: When this spell is CAST the illusionist must be able to converse with the subject or subjects to bring the dweomer into being.

During the casting,
the illusionist must call out to the subject || subjects,
informing one or all that their final fate,
indeed their doom,
now is upon them.
The force of the magic is such that even if the subject || subjects make their save,
fear will paralyze them for a full 7 segments,
and they will lose from 1-4 STR points from this fear,
although the lost STR will return in 7 rounds.

Failure to save vs. Spell will cause the subject || subjects to face their nemesis,
the opponent(s) most feared and inimical to them.
Actual combat must then take place,
for no magical means of escape will be possible.
The foe fought is real for all intents and purposes.
If the subject or subjects lose, then death occurs.
If the weird caused by the dweomer is slain,
then the subject || subjects emerge with no damage,
no loss of items seemingly used in the combat,
and no loss of spells likewise seemingly expended.
The characters gain xperience for defeating the weird if applicable.
Although each round of combat seems normal,
it takes but 1 segment of real time.
During the course of the spell,
the illusionist must concentrate fully upon maintaining it.
 

Q: Isn?t the seventh-level illusionist
spell weird overpowered? A spell
that is capable of producing Hades
or Hastur is a bit unfair.
A: It is unlikely that Hades or Hastur will be
conjured by a weird spell, as deities of this
power are almost never the personal
nemeses of mere mortals. (Of course, if
the spell were cast at a deity-class creature,
it might produce such opponents.) If
the spell is cast against an orc, it?s likely to
produce a hobgoblin or a gnoll at most. It
is up to the DM to adjudicate any use of
this spell reasonably and fairly (see Unearthed
Arcana, page 71).
(154.7)


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