Arcane Sentry (3.5e Spell)
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Evocation | |
Level: | Sorcerer/Wizard 6 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | An arcane sentry |
Duration: | 1 round/level |
Saving Throw: | Reflex half or Fortitude partial and Reflex negates; see text. |
Spell Resistance: | Yes |
A brightly glowing magical orb springs into being in the location you designate. When you use this spell, you must choose one of the following energy types; acid, cold, electricity, fire, or sonic. The spell gains that descriptor upon being cast.
The arcane sentry is a creation of arcane energy and has no intelligence beyond its protocol, which is attacking those you deem to be enemies. The arcane sentry is immune to any form of damage, including damage from spells or powers, but a successful dispelling will destroy it.
The arcane sentry has a movement speed of 20 feet and acts during your turn. It may not leave the maximum range of the spell. Within that range, you may direct it with mental commands as a free action, telling it where to move and what to attack. The sentry may attack once per turn, including the turn it is cast, as follows.
- Acid: Acid-substituted fireball.
- Cold: Cone of cold.
- Electricity: Lightning bolt.
- Fire: Fireball.
- Sonic: Shout.
The spells channeled by the arcane sentry have no damage cap.
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