|Site Index | > Magic Rules | > Spells | > Necromancy School | > Repel Undead|
|Prerequisite:||Level 1 Necromancy Spell|
|Target:||Lesser undead creature|
|Brief Description:||Creates four darts which 'repel lesser undead'.|
The repel undead spell creates four tag bags that inflict 'repel lesser undead'. Lesser undead are typically the mindless servants of necromancers or more powerful (and frequently intelligent) greater undead creatures.
A character hit by the repel call will be forced to avoid the repel's source for 10 minutes. Most repel effects will specify a specific type of creature (such as undead) that is affected, and if you are not that type of creature the call has no effect on you.
Anyone affected by repel must move away from the repel's source at their best possible speed. This effect is different from the fear call, it instead is a simple desire to avoid the repel's source. The repelled character must make every effort to leave the line of sight of the repel's source but can attack other targets that get in their way while this is happening. Unlike the fear effect, the creature is not compelled to attack friendly targets that block their route of escape but will not allow them to block their flight. The creature affected can attack the repel's source if they are blocking the only open means of escape.
Tag bags are used as a form of attack for spells, items, and occasionally for monster abilities. When a tag bag hits a friendly target it still has its full effect. Tag bags that miss still expend a use of whatever attack was being delivered. Only the first object hit is affected by a tag bag, so if a tag bag bounced off the ground and then hits a target, that target is not affected.
A player can only throw one tag bag at a time unless an ability allows them to throw more than one. When an ability allows a player to throw more than one tag bag, a player that is hit by multiple tag bags at the same time only takes the effect of that attack once no matter how many tag bags hit them.
A player may not carry tag bags in their hands unless they have cast a spell within the last minute that has a range of tag bag. This is meant to ensure that if you see someone holding a tag bag, it is clear they have an active spell (they are "armed" with a magical ball of eldritch energy). Tag bags created by a spell become inert after 1 minute if not thrown.
Spells and some items use tag bags. If a tag bag makes contact with anything worn by a player it counts as hitting that player where ever that item makes contact with the player (so arm for a melee weapon, torso for a cloak). Tag bags never hit too light. Although tag bags should not be aimed at the head if they happen to hit a player's head the player should take the hit to their torso.
If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.