Milo v3
2015-03-29, 05:29 AM
PHANTASMAL LIFE
School illusion (phantasm) [mind-affecting]; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
You cause the creature to experience a detailed hallucination so real that is it lethal. This hallucinations exact nature can vary immensely, one caster could cause the target to experience a whole lifetime of experience in a perfect world to eventually die a happy death, while a more cruel caster might cause the target to simply experience being killed over and over thousands of times in an instant. The target first gets a Will save to recognize the hallucination as unreal. If that save fails, the phantasm fills the targets mind with over a hundred years worth of experience, and the subject must succeed on a Fortitude save or die from the death or deaths in the phantasm. Even if the Fortitude save is successful, the subject takes 4d6 points of damage.
If the subject of a phantasmal life attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the phantasm can be turned upon you. You must then disbelieve it or become subject to its lethal results.
School illusion (phantasm) [mind-affecting]; Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes
You cause the creature to experience a detailed hallucination so real that is it lethal. This hallucinations exact nature can vary immensely, one caster could cause the target to experience a whole lifetime of experience in a perfect world to eventually die a happy death, while a more cruel caster might cause the target to simply experience being killed over and over thousands of times in an instant. The target first gets a Will save to recognize the hallucination as unreal. If that save fails, the phantasm fills the targets mind with over a hundred years worth of experience, and the subject must succeed on a Fortitude save or die from the death or deaths in the phantasm. Even if the Fortitude save is successful, the subject takes 4d6 points of damage.
If the subject of a phantasmal life attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the phantasm can be turned upon you. You must then disbelieve it or become subject to its lethal results.