Beads of Sepia Snake Sigil ___________
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These beads may also be used as ammunition with any weapon that fires ‘bullets’ or ‘stones’ as ammunition.
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Whenever the beads are thrown at a target or dropped upon a solid surface, there is a chance that they will break. The beads are scored in a
manner to make breakage likely. An item save against a DC of 20 is checked whenever a bead is thrown against a target or dropped upon a solid
surface. Any roll other than 20 indicates that the bead has broken upon impact with the target or solid surface.
- These beads do not need to be thrown at or hit a living target/opponent in order to function. Any breakage causes the effects to occur. When these
beads are broken a 4th level (Wizard) variant of the ‘Sepia Snake Sigil’ spell (ref PH page 276) is triggered. No one needs to ‘read’ the bead or the
glyph inscribed on the bead during the enchantment. Breaking the bead triggers the effect of the spell.
- When the bead is broken, a small sepia colored snake springs into being and strikes at the nearest living creature within 10 feet of the location
where the bead breaks, provided there is line of effect between the bead break location and the nearest target.
- The target is entitled to a save (Reflex save vs DC 20) to evade the snake’s strike. If the snake strikes a target, it dissipates in a flash of brown light,
accompanied by a puff of dun-colored smoke and a loud noise.
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If the target makes its save, the sepia snake dissipates in a flash of brown light, accompanied by a puff of dun-colored smoke, but no noise.
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If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released (ref RC page 35), either at the command
of the caster that enchanted the bead, or when 1d4+7 days have elapsed.
- While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of
suspended animation, unaware of its surroundings.
- The affected creature remains in the space it was in when it became immobilized, unable to move on its own. Unless it was flying. Immobilized flying
creatures that have the ability to hover can maintain their initial position and altitude. All other flying creatures subjected to this condition descend at
a rate of 20 feet per round until they reach the ground, taking no falling damage.
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A creature affected by the sepia snake sigil can be moved by others or natural forces (wind or water currents).
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An affected creature can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.
However, a dying subject does not lose hit points or become stable until the spell ends).
- The sepia snake sigil enchantment cannot be seen/detected visually by direct observation, and detect magic only reveals that the bead is magical
(enchanted with a conjuration spell). A dispel magic can remove the sigil, leaving a mundane glass bead in the place of the magic item.
Item Level: 4; Body Slot: – (held); Caster Level: 7; Aura: Faint (DC 15) Conjuration; Activation: standard (thrown)
Weight(lb.): .001 Value(gp): 600