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WizardLv. 3

Chamber

Chamber is only effective if cast upon the Ethereal Plane. When it is cast on a target who fails his saving throw vs. spell (with a -2 penalty), the ethereal mists surrounding the target shimmer and rapidly transform into panes of crystal containment (treat as quintessential ether except as noted below) that quickly enclose the target in a glassy chamber. The chambered victim remains visible through the translucent crystal containment, held in place by the rigid substance brought forth by the mists.

Although able to breathe, the target is unable to move, nor can he will himself through the mists. In fact, the target's movement rate is reduced to 0; all short distance and planar travel cease when this spell encases a victim.

A victim of this spell has one chance to break free: A successful bend bars/lift gates roll (made at half his normal chance) shatters the panes of containment before they fully set. Any physical attempt to destroy the chamber fails, as the crystal prison automatically repairs itself by drawing energy from the surrounding mists. However, dispel magic disperses the chamber and drops the target out of the Ethereal. In addition, spells that affect solid matter-such as disintegrate and passwall-and transportation spells-such as teleport- can destroy or bypass the chamber created by this spell. Finally, if another force or spell removes the victim from the Ethereal Plane, the chamber quickly evaporates.

Sources: A Guide to the Ethereal Plane

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