Perinarch

PERINARCH
Transmutation
Level: Druid 4, Limbo 4, sorcerer/
wizard 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level; see text
Saving Throw: None (object) and
Refl ex negates; see text
Spell Resistance: No

Limbo impinges on all sides—colors,
sounds, and elements. You speak the words
and feel the power of the plane buckle
within your mind, then relax as you impress
order upon the chaos.

This spell grants temporary control
over the terrain of Limbo. Normally,
unless controlled, the Ever-Changing
Chaos of Limbo (DMG 158) is just what
the plane’s name implies: a roiling soup
of energy and elements. Natives learn
to control it or to inhabit areas that
have enjoyed some measure of control
for a long period, but visitors to areas
of “raw” limbo must make a DC 16
Wisdom check to gain control over the
dangerous roil.

The perinarch spell gives you automatic
control of a radius of raw Limbo
(an area not already stabilized or
within some other creature’s control)
in close range. Control allows you to
reshape the raw limbo as you desire,
adding or subtracting one of the four
basic elements once per round as a
standard action. A favorite among
travelers from the Material Plane is a
chunk of earth surrounded by a small
atmosphere of air.

The effect of this spell overlaps
with the control already (potentially)
established with a Wisdom check. Your
allies can give their control over to you
concurrently with the spell being
cast, if they so choose. Control
cannot be wrested away from
you while the spell is in effect
(which is one of the best
reasons to cast this spell, even
if you have a high Wisdom).
If you move more than 100
feet away from the area
that you controlled, the
order you imposed fades
away.

You are unable to achieve
any works of complexity
within an area you control,
but you can mix two or three
elements in a crude fashion;
a few examples are provided
below. You can attempt to
seize control of a new area that
already contains foes; however,
foes can make a Refl ex save to get out
of the area.

Thick Barrier: You can “thicken”
empty air with dust and rock, creating
a zone around yourself and your allies
that outside creatures must hack or
force a way through. Their speed drops
to 5 feet, or 10 feet for Large or larger
creatures.

Fiery Barrier: You can create a thick
fi eld of fl ame that deals 3d10 points of
fi re damage to any creature attempting
to pass through it. The fi eld also deals
3d10 points of fi re damage for each
round a creature lingers within it.

Complete Barrier: You can create a
complete barrier of solid stone up to 1
foot thick encircling yourself and your
allies, preventing access by any other
than the most accomplished tunnelers.
On the other hand, you can attempt to
trap foes within their own bubble of
solid stone.