Sunday, January 2, 2011

Campaign Design - Spells: Ever Scent

Ever Scent (from Relics & Rituals)
Illusion (Glamer)

Level: Bard 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One creature or object
Duration: 1 hour per caster level (D)
Saving Throw: Will disbelief
Spell Resistance: Yes

The target radiates a particular scent chosen at casting. The effects of the scent depend on how strong the caster makes the odor and how sensitive the noses of those near the target are. Anyone who has reason to, and therefore attempts to disbelieve the effects of ever scent, may do so normally with a Will save.
  • Providing an appropriate fragrance to give a target creature a +3 circumstance modifier to Charisma checks and skill checks involving Charisma.

  • Making the odor of foul-smelling creatures like troglodytes or masking the target's odor to make him more difficult to track (+2 DC to Survival rolls for tracking) and to prevent creatures with the scent ability from detecting or tracking him.

  • Granting the target a foul-smelling odor that affects foes as the troglodyte stench ability. Victims who have no reason to disbelieve the illusion or who fail to disbelieve it and are within 30 feet of the target must make a Fortitude save versus the DC for ever scent or be nauseated. The nausea lasts for 10 rounds and deals 1d6 points of temporary strength damage. The caster will not be affected, as he will have disbelieved the illusion automatically. The caster's allies may get a +4 bonus to their Will saves to disbelieve, provided they know of the spell and the tactic, but if they fail, they must make a Fortitude save as above.
Material component: A sample of something that has the same scent as the spell is intended to produce.

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