Marais empoisonné invisible de Dedi
Dedi's Invisible Poison Swamp * (C 1r/L; R 40yds; D 1d+1h/L; A 10x10ft/L,10ft deep; S Spe)
Ecole : (Altération) / Sphere : ( Chaos / Création )

Niveau 6 Livre Net Book 6th
Portée 40 yards Composantes S, M
Durée 1 day + 1 hour per level Temps d'incantation 1 round per level
Zone d'effet 10x10 feet area per level, 10 feet deep Sauvegarde Special
Description : This prayer causes the area of effect to turn into a poisonous swamp. Even worse, the swamp is not visible. However, true seeing or similar magic will detect the swamp. Since it is not just a large trap, thieves cannot detect it (supposing they have no true seeing ability or the like).
The priest first chooses the area of effect. Then, he drops some poison and water to the ground. Meanwhile, he utters the prayer. The ground now turns to swamp (anyone can detect it as being a swamp at this time) and starts looking as it was before one round later (no one can recognize it as a swamp from now on).
To successfully chant this prayer, the ground must be at least 10 feet thick (so you can't build a swamp in a castle's third floor if the great hall of the knights is below one foot of stone). Only stone, earth, rock, mud or other similar material can be used to create a swamp on. A swamp cannot be build in a marsh or on another swampy area. The priest can choose a swamp size from a minimum of 10?10 feet up to his maximum (eg., a priest of fifteenth level could create a 10?150 foot or a 100?15 foot swamp, always being 10 feet deep, but he also could create a 13?67 foot swamp).
A victim who didn't see the swamp and steps into it, falls into it (no saving throw allowed). If the victim succeeds a swimming check (at a -4 modifier, since it's a swamp and not water) it only suffers 2 points of damage from the poison. The poison enters the body of the victim through the skin. If the victim fails, it suffers additional 1d8 points of damage and gets a cumulative -1 penalty to its next swimming check (in the next round). Victims without the swimming proficiency automatically suffer 1d8+2 points of damage each round. If a victim spends 5 rounds in the swamp it loses Strength (reduced to 3) and sinks to the swamp's ground. There, it suffers double damage (2d8+4) each round. After another 5 rounds down there it will finally die.
Victims can be pulled out of the swamp by others very simply: by using a rope, a branch, a long weapon (lance or the like) and a successful Strength check (both the one who pulls and the one who is being pulled must succeed). It is not possible to cast spells with somatic or material components while held in the swamp.
If the swamp is turned back to its former condition, turned to stone or rock by magic, or a similar action takes place, then all who are in it are thrown out and suffer 4d8 points of damage.
The material components for this spell are a drop of poison from a giant scorpion and some water.