You use material from the Plane of Shadow to shape quasi-real illusions of Dire Wolves. You summon one Dire Wolf anywhere within Close range when you cast the spell, and another one each time you spend an action concentrating on it. These wolves last until the spell ends. You control these Wolves telepathically; no verbal communication is needed. Shadow conjurations are actually 50% as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Objects automatically succeed on their Will saves against this spell.
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rdfs:label
| - Unearthly Howl (3.5e Spell)
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rdfs:comment
| - You use material from the Plane of Shadow to shape quasi-real illusions of Dire Wolves. You summon one Dire Wolf anywhere within Close range when you cast the spell, and another one each time you spend an action concentrating on it. These wolves last until the spell ends. You control these Wolves telepathically; no verbal communication is needed. Shadow conjurations are actually 50% as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Objects automatically succeed on their Will saves against this spell.
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Summary
| - You howl, and wolves come from the plane of shadow
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LVL
| - Sorcerer/Wizard 6, Druid 5, Ranger 4
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dur
| - Concentration, up to 1 round/level
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dbkwik:dungeons/pr...iPageUsesTemplate
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abstract
| - You use material from the Plane of Shadow to shape quasi-real illusions of Dire Wolves. You summon one Dire Wolf anywhere within Close range when you cast the spell, and another one each time you spend an action concentrating on it. These wolves last until the spell ends. You control these Wolves telepathically; no verbal communication is needed. Shadow conjurations are actually 50% as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured wolves can make a Will save to recognize their true nature. A shadow creature has one-half the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-half (50%) normal, and all special abilities that do not deal lethal damage are only 50% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-half as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. Verbal Component: The ability to speak languages is not a prerequisite for this spell. Somatic Component: Hands are not required; Having a tail with some muscular control and being either quadrupedal (or more) or prone is. Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Druid Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Ranger Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
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