Sunday, January 2, 2011

Campaign Design - Spells: Call of the Diamond

Call of the Diamond (from the Book of Eldritch Might II)
Enchantment (Compulsion)

Level: Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 full round
Range: Unlimited
Target, Effect, or Area: One creature of no more than 2 Hit Dice per caster level
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A specific creature you name (a creature without a name is immune) must travel, using its fastest means possible (including magical items or spells if prepared or available) to appear before you, standing close enough to touch. Once the creature arrives at that spot, the spell ends.

The creature may have to go through threatened or dangerous areas to get to you, or it even may have to break through a barrier. A barrier that requires more than 10 rounds to get through is considered impassable for the purpose of this spell. The spell ends immediately if the creature physically cannot reach you - including a situation forcing the creature to pass through an area that would, without a doubt, kill it, such as having to swim across a pool of lava or traverse from one plane to another without planar travel ability. If you cast the spell and then move to a spot where the creature cannot reach you, you free the subject from the compulsion.

While under the effects of protection from evil or similar spells, the subject can ignore the compulsion, but such a ward does not prevent establishing this call spell, nor does it dispel the call.

Material component: A diamond worth at least 2,000 shillings.

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