Sunday, January 2, 2011

Campaign Design - Spells: Call of the Ruby

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

Level: Sorcerer/Wizard 5
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 attack the nearest creature it is aware of. Once the subject attacks once, the spell ends.

The creature may have to go through threatened or dangerous areas (such as moving through a region covered by enemy archers) 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 5 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 forcing a creature that only breathes water to cross land to reach its target.

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 ruby worth at least 500 shillings.

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