Conduit Pierce (Wizard Spell)

This spell is most easily used on the Astral, although it works on planar conduits as well. It was developed by the githyanki, but humans, tieflings, and other races eventually learned its secrets.
The spell essentially breaks into the interdimensional connection of a conduit in order to reach an individual traveling through the conduit. The caster must be waiting by a conduit and able to see and touch it (a dangerous proposition, considering that conduits whip and writhe wildly). A detect invisibility spell is required to see a planar conduit, while astral conduits are plainly viewed in their plane. When the caster sees the tell-tale signs of a traveler using a conduit (it begins to thrum lightly as it flails even more wildly), an initiative roll is made. Only if the wizard casting conduit pierce succeeds in winning the initiative can he affect the traveler using the conduit. Once the conduit is pierced, the caster can choose any one of the following effects.
* SPELL THEFT. If the traveler is a wizard, the caster can steal any one of her spells. The spell is chosen by the caster, and he gains it as though he has memorized the spell himself, even if it would exceed his normal allotted number of spells. The caster must be of an appropriate level (and school, if specialized) to cast the spell, however. The traveler loses the spell as though she cast it and may not even realize what happened. A saving throw is allowed to see if the traveler can resist the effect of the spell, and an Intelligence check at a -3 penalty is required to ascertain what happened during transit. 
* LII-T. Turn. This effect drains the traveler of 2dlO hit points and transfers them to the caster in a necromantic fashion. These hit points can be used only to heal the caster, replacing lost hit points. It is impossible for the caster to reach a hit point total higher than his maximum through the use of this spell. Again, the traveler gains a saving throw to resist the effect and an Intelligence check at a -3 penalty to correctly determine what happened. 
* CONDUIT BREACH. This is the most dramatic use of the conduit pierce spell. The caster uses the spell to tear a temporary hole in the conduit, bringing the traveler to the point where the caster is rather than her original destination at the terminus of the conduit. Travelers failing their saving throws arrive slightly disoriented (-2 penalty to surprise), but completely capable of taking out their displeasure upon the caster. Wizards attempting to make such a brazen abduction should be prepared. The breach in the conduit closes instantaneously, so there is no chance that the traveler can return. Travelers who make their saving throws arrive at the end of the conduit normally and can attempt an Intelligence check at a -3 penalty to recognize what almost happened to them
It is important to remember that the traveler cannot act while in a conduit. For the traveler, everything happens too quickly to respond. Even if she realizes what happened, it will not be until her journey is complete.
Many regard this spell to be wholly evil in its application and refuse to use it. The material component is a knife made of silver, worth at least 100 gp, which the caster must use to physically pierce the conduit. When the knife strikes the surface of the conduit, the spell activates and consumes the knife.
Category:Wizard Spells
Category:Alteration Spells
Category:Spells
Category:Spells from A Guide to the Astral Plane