Lapse (Wizard Spell)

This insidious spell that affects memorized spells is not cast directly upon its subject. Rather, a small object receives the dweomer, then delivers its magical charge to the first creature that touches it. Typical triggers are a comb, a wine cup, a ring, a paving stone-any solid object of relatively small size. The first creature that touches the trigger is affected, with no saving throw allowed at that time. The subject is unaware of the effect, though subse­quent spells such as detect charm will discover something is amiss.
Once triggered, the spell causes a lapse in the victim's memorization of spells, to occur at some future time (an inconvenient time, the caster hopes, but there are no guarantees). Whenever the recipient attempts to cast a memorized spell (as opposed to a spell read from a scroll or cast from a magical item), the lapse comes into effect. Any spellcaster, including wizards, priests, rangers, paladins, bards, etc., can be affected, and even monsters that keep spellbooks and cast memorized spells (as opposed to innate spell-like abilities)-that is, certain dragons, liches, titans, etc.-are sub­ject to this spell. Natural flight abilities, breath weapons, and other special abilities are not affected.
An affected creature preparing to cast a spell must make a saving throw vs. spell. Failure indicates a malfunction of memory lasting 2-5 rounds, during which time the spellcaster can­not think of any spells at all. These are not lost, however. Once the lapse passes, the spellcaster can then cast spells normally.
A successful saving throw does not negate the lapse spell. The creature must try a saving throw each time a spell is attempted, until a failure occurs. A successful dispel magic or remove curse negates this dweomer.
Notes: Very rare spell. Known to be in the Cyclopedia Phantastica Vol. III. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells