Sunday, January 2, 2011

Campaign Design - Spells: Call of the Emerald

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

Level: Sorcerer/Wizard 6
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 immediately steal the nearest object it is aware of - something that is worth at least 500 shillings and does not belong to it. Once the subject takes the object, the spell ends.

The creature may have to go through threatened or dangerous areas (pass by guards or moving through an area protected by a glyph of warding) to get that the object, or it may even have to break through a barrier or pick a lock. 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 the object - including a situation forcing the creature to pass through an area that would, without a doubt, kill it, such as swimming through a pool of acid.

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: An emerald worth at least 1,000 shillings.

Home     Three Worlds     Spell List

No comments:

Post a Comment