Sunday, January 2, 2011

Campaign Design - Spells: Incite

Incite (from Relics & Rituals)
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Cleric/Favored Soul 7, Missionary 7
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: All persons within range who can hear you
Duration: 1 hour per caster level (see text)
Saving Throw: Will negates
Spell Resistance: Yes

This spell enables you to sway a large group of people to your service to accomplish a specific goal. You achieve this effect by speaking emphatically to the subjects for 10 minutes, attempting to inflame their emotions in favor of a cause or purpose o against a person, place, or thing and stating clearly the specific goal you wish to achieve. For example, the goal might be "The prince's castle is in danger and must be defended against all attackers", or "The Wizard's Guild is evil and corrupt and we must burn it to the ground." The subjects of the spell must be able to hear you, and only those who can understand the language you are speaking are affected by the spell. The stated goal does not have to be one that would normally be viewed favorably by those listening; the magic of the spell overcomes alignment and other normal restrictions on behavior. If you compel people to actions they would normally view unfavorably, they may be quite angry when the spell wears off.

At the end of the 10-minute casting time, all potential targets of the spell must make a Will save. Those who succeed are unaffected by the magic; their response to your words is determined normally by their alignment and general beliefs and their specific reactions to you. These people may still, of their own accord, choose to help you; they may also be moved to oppose you. Those who fail heir saves are compelled to follow your orders for the duration of the spell so long as you personally lead them and all of tour words and actions are clearly directed toward the goal you have specified. No morale checks or other determinations of the crowd's actions are required, so long as you fulfill the above conditions. if you violate them, the spell ends instantly. The spell also ends when the stated goal is achieved or when its normal duration expires.

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