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Valkyn's Spell-Vise

D&D 3e (3.0/3.5) Rules

by Charles Bridgewater


Valkyn's Spell-Vise

WoHS 7th lvl, SOR/WIZ 8th lvl
Enchantment: Compulsion [Mind-Affecting]
Component: Somatic, Xp (see text)
Casting Time: 1 action
Range: Touch
Area of Effect: 1 creature
Duration: Instantaneous
Saving Throw: Will negates; Fort partial (see text)
Spell Resistance: Yes

This spell can be targeted at two types of creatures. The first are those who command arcane magic or similar spell-like abilities, now referred to as arcane creatures. The second are those who command divine power now referred to as divine creatures.

Any arcane creature targeted by a "spell vise" must succeed a will save with a -4 penalty, or be affected. Arcane creatures affected by the spell are unable to use any natural spell-like abilities or memorized spells to any affect save their own detriment. Attempting to wield arcane power (a pain wracking experience) forces the creature to attempt a "Fort save" (no penalty) vs. a DC equivalent to the spell like ability that would have been wielded. Failure results in a loss of constitution points (temporary) equal to the effective spell level. Success results in only 1/2 constitution loss rounded down. In either case the victim must next make a "Will save" at the -4 penalty to avoid succumbing to pain induced sleep. Characters who avoid the sleep effect are still "shaken" for 1d6 rounds.

Example #1: Tyros tries to cast a "fireball" spell that was previously heightened to a 6th level spell "slot". He fails his save and suffers a temporary loss of 6 constitution points. Next he passes his Will save and remains awake, but due to the pain involved in the experience he is still not in perfect control of his faculties and suffers the effects of being "shaken" for the die determined number of rounds.

Example #2: Tyros tries the exact same thing, but this time he succeeds at his fortitude save and looses only 3 constitution points. Next he attempts his "Will save" and fails. He will sleep for one hour per point of constitution lost. For an arcane spell caster to be freed of this torment he must be the recipient of a successful Dispel magic, Heal, Limited wish, Wish, or "Time Heal" provided the Time Heal is applied soon enough to be of any affect.

By comparison the spell is not as effective versus divine spell casters; however, it has its place.

Divine creatures targeted by this spell may make their "Will save" at no penalty to avoid the spell. If the "Will save" is failed, the creature is affected in a similar, but less brutish interpretation of the spell.

Should the affected divine creature try to commune with their god, nature or other divine entity to obtain "divine intervention", they must attempt a "Fort save" to avoid falling into a euphoric slumber. The sleep lasts for a number of minutes equal to the creature's wisdom modifier (if any). Creatures, who have no wisdom modifiers, or a negative one, will wake in 1d6 rounds. Any divine creature affected by the spell who makes two consecutive attempts to "commune" with their power without succumbing to the sleep is immediately freed of the spells' control.

The components for this spell are Somatic (touch), and an amount of experience points equal to 2/3 of the intended victims' level of experience times one-hundred. The spell communicates this knowledge to the caster, allowing her/him to discontinue the spell before the loss of experience as the remainder of the rounds action. (i.e. to "vise" an 18th level caster would require 1200 xp's of his/her experience point "tally")

Disclaimer: The spell entitled "Valkyn's Spell-Vise" is the interpretation of material written by Richard Knaak. The character, Valkyn and his spells, are further detailed in the spectacular "Dragonlance Classics" novel entitled "the Citadel." I take no credit for the conceptialization of this spell. The spell description was taken a brilliant idea and translated it into useable game material for the dragonlance roleplaying setting.

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