MagicUser - SpellDetail
Sepia Snake Sigil
(Conjuration/Summoning)
Level:
3
Components:
V, S, M
Range:
1/2”
Casting Time:
3 segments
Duration:
Special
Saving Throw:
None
Area of Effect:
One sigil
Explanation/Description:
There are three forms of this spell, but each eventually causes the conjuration of a deep brown snake-like force. This 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. If it is successful in strik- ing, the vi 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 surrounding 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 se- pia 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 target; 2) as a glyph of umber marked on some surface that is touched or gazed upon; and 3) as a small character written into some magic work to protect it. The components for the spell are 100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.