Eric Vaubel Pathfinder · Spell Archive
Spendelarde's Chaser
Necromancy · 4 Level
Custom Spell
4 Level
Necromancy
SchoolNecromancy
LevelSorcerer/Wizard 4
Casting Time1 standard action
ComponentsV, S, M (a vial of holy water)
RangeTouch
Area1 creature
Duration10 minutes/level of the caster
Saving ThrowNone
Spell ResistanceNone
Description
This spell was created originally to facilitate mental recovery from brewery research expeditions (in other words, as a hangover cure).
However, it was discovered to have a beneficial side effect in regard to protection against poisons. You must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
Cast upon an individual, it negates the adverse effect of drugs (including alcohol DC 5) on the system, restoring the individual to mental coherence and relieving hangovers or other ill effects.
Real damage (to body or to mind) is not healed by this spell - it only aids the body to purge the chemicals within. The chaser won't affect insanity or magically-induced effects.
If the individual was poisoned, the spell allows a second saving throw vs. poison, even if one was not allowed initially.
The spell can be cast as a preventive measure, and if so, its protection lasts for 10 minutes per level of the caster. If the individual is poisoned while under the effect of the chaser, the individual is permitted a +4 modifier to the saving throw vs. poison (or an unadjusted saving throw if one is not normally allowed).
This spell can be made permanent with a permanency spell for 10,000 gp.
Notes: Rare or very rare spell from the Forgotten Realms setting. This spell is known to be in The Wizards’ Workbook.
However, it was discovered to have a beneficial side effect in regard to protection against poisons. You must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
Cast upon an individual, it negates the adverse effect of drugs (including alcohol DC 5) on the system, restoring the individual to mental coherence and relieving hangovers or other ill effects.
Real damage (to body or to mind) is not healed by this spell - it only aids the body to purge the chemicals within. The chaser won't affect insanity or magically-induced effects.
If the individual was poisoned, the spell allows a second saving throw vs. poison, even if one was not allowed initially.
The spell can be cast as a preventive measure, and if so, its protection lasts for 10 minutes per level of the caster. If the individual is poisoned while under the effect of the chaser, the individual is permitted a +4 modifier to the saving throw vs. poison (or an unadjusted saving throw if one is not normally allowed).
This spell can be made permanent with a permanency spell for 10,000 gp.
Notes: Rare or very rare spell from the Forgotten Realms setting. This spell is known to be in The Wizards’ Workbook.