This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. This spell imbues the subject with a touch of divine guidance. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. This spell has no effect on a creature that is already fatigued. The subject is immediately fatigued for the spell's duration. You must succeed on a touch attack to strike a target. You channel negative energy through your touch, fatiguing the target. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Humanoids of 5 or more hD are not affected. This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions.
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