Phase Trap (Alteration)

Level: 4
Range: 2"
Duration: 1 round/level of caster
Area of Effect: One creature
Components: V,S,M
Casting Time: 3 segments
Saving Throw: Neg.

With a
word, a gesture, and the casting of a
small transparent colorless gem of not
less than 50 gp value into the air (where
it is consumed), the spellcaster affects
any one target creature possessing the
ability to phase-shift--become astral ||
ethereal, that is--within a 2" radius. (If
no such creature is present, nothing
will happen and the spell and gem are
lost.)

If the creature fails to save vs.
spells, it is forced into its opposite phase
and magically held there for the duration
of the spell. An encountered phase
spider, for example, that was "in phase,"
physically attacking, at the instant of
the caster's completing the casting of a
phase trap, would be forced "out of
phase," and thereby be rendered
unable to attack, until the expiration of
the spell. If it were out of phase (ethereal)
when affected, it would be forced
back into phase, and be vulnerable to
physical attack at normal hit odds, until
the spell was exhausted.

This spell will affect creatures employing
spells or natural powers, and is effective
against blink and dimension door;
halting creatures employing either completely
and forcing them "into phase" on
the Prime Material Plane. Creatures who
can adjust the molecules of their bodies
lose all such powers while phase trapped.
These powers include the xorn's and
xaren's pass through stone ability, plus
the psionic powers of body weaponry
etherealness, and dimension door -- but
not dimension walk or abilities that affect
the molecules of other things, such as
molecular agitation and molecular rearrangement.

After the expiration of a
phase trap spell, such powers will return,
unless their own duration had elapsed
while the phase trap was in effect.

A target creature that is plane shifting,
teleporting, or using transport via
plants, phase door; or pass plant spells
is unaffected, but a creature in an
extra-dimensional space of lesser, lim
ited extent (such as someone embodied
in a rope trick spell or a portable hole),
will be forced to appear and remain on
the caster's plane for the duration of
the spell.

Xorn and xaren, and any such creatures
that can "phase" their way
through solid matter, save versus this
spell at -2. Note that the spellcaster
need not know or have seen the precise
location of a creature, or even be certain
of its presence, to affect it. If more
than one eligible target is within 2", the
phase trap will affect one of them at
random--unless the caster perceives
only one such creature before or while
casting, in which case that creature will
be affected.

A creature possessing the potential to
become astral or ethereal can be affected
by a phase trap if in range when it is
cast. The affected creature will be
unable to effectively exercise such
powers until the spell wears off --
regardless of how far the creature
might move away from the caster. If the
affected creature is a spellcaster with
an astral spell, for instance, the spell
cannot be used while the victim is phase
trapped -- and any attempt to do so will
ruin and waste the spell. If the affected
creature tries to use oil of etherealness
or any other phase-shifting magical
item, the magic will have no effect until
the duration of the phase trap expires.

A creature on the Astral Plane when
the phase trap is cast saves versus this
spell at + 1; a creature on the Ethereal
Plane or the Prime Material Plane saves
at normal odds.
 
Aubayreer's Workbook - - - Books of the Forgotten Realms



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