Isolate (Spell)

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Level: Sorcerer/Wizard 3
School: Illusion


Casting Time: Standard Action
Components: V, S


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Until the end of the current encounter (only castable during combat)
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes


You make vigorous wiping gestures in the direction of your chosen target, as if you are erasing them from reality. As you do so, your hands begin to emanate a dire glow of nullity. At the culmination of the spell, you point dramatically at your chosen victim, to whom you have line of sight and line of effect, and a ray of nothingness lances from your finger toward them.
If the ray hits the target after a successful ranged touch attack, they gain the Exiled condition. As long as they have the Exiled condition, they cannot damage anything, they are untouchable by any other creatures, you may not harm any other creature but them, and you are considered to be adjacent to them, although they are not adjacent to you. (See the Exiled condition for details.) if the ray misses, the spell is expended to no effect.
Special: If you hit a creature with Isolate while they are already Exiled, Displaced, or Cloistered, the ray instead inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of fictive (energy, uncommon) damage.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.