Reciprocal Gyre

Spell Compendium (Sc)Updated Supplementals (3.5)

Reciprocal Gyre is a D&D 3.5 spell (Abjuration) from Sc. On class lists for Sorcerer (Level 5), Wizard (Level 5), Abjurer Variant (Level 5), and others. Range or area: Medium (100 ft. + 10 ft./level); Saving throw: Will half, then Fortitude negates (see text); Duration: Instantaneous; Casting time: 1 standard action.

School
Abjuration
Casting Time
1 standard action
Components
V, S, M
Range
Medium (100 ft. + 10 ft./level)
Target
One creature or object
Duration
Instantaneous
Saving Throw
Will half, then Fortitude negates (see text)
Spell Resistance
No

You finger the tiny loop of wire in your hands as you complete the spell. You manipulate the magical aura of the target, creating a damaging feedback reaction, and the target explodes with white sparks.

The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds.

Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be.

Material Component: A tiny closed loop of copper wire.