Showing posts with label Charm. Show all posts
Showing posts with label Charm. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Lover's Curse

Lover's Curse (from Nyambe: African Adventures)
Enchantment (Charm)[Mind-Affecting]

Level: Bard 5, Love 7
Components: V, DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Lover's curse is a "backwards" charm spell, causing other individuals to regard the subtect as a hated enemy. All Charisma checks and Charisma-based skill checks used by the target suffer a -10 circumstance penalty while under the influence of this spell. In addition, no creature can have a reaction better than "friendly" toward an individual so cursed. Individuals who have a "hostile" reaction will usually attack the cursed individual on sight.

Remove curse will not remove this spell, but break enchantment will work normally.

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Campaign Design - Spells: Charm Spirit

Charm Spirit (adapted from Shamans: Call of the Wild)
Enchantment (Charm) [Mind-Affecting]

Level: Bard 2, Cleric/Favored Soul 1, Druid/Spirit Shaman 1, Sorcerer/Wizard 2, Wizard Domain 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One spirit
Duration: 1 hour per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a spirit creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed spirit as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed spirit breaks the spell. You must speak the spirit’s language to communicate your commands, or else be good at pantomiming.

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Campaign Design - Spells: Disdain the Divine

Disdain the Divine (from the Book of Eldritch Might II)
Abjuration

Level: Gutter Mage 1, Sorcerer/Wizard 1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 minute per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The creature you touch gains a resistance bonus of +1 for every four caster level to saves made against divine spells (maximum +5).

Material component: A broken holy symbol.

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Campaign Design - Spells: Extended Charge

Extended Charge (from the Book of Eldritch Might II)
Transmutation

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One magic item
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

When cast on an item with charges, this spell lets the item be used throughout the duration without expending any charges (no more than once per round). if the item has a limited number of uses per day rather than charges, it can be used once during the duration of the spell and that use does not count against its uses per day. Items with abilities higher than 4th level, or items without charges or uses per day are not affected by this spell.

Material component: A liquid mixture of water and powdered silver worth 20 shillings.

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Campaign Design - Spells: True Love

True Love (from Nyambe: African Adventures)
Enchantment (Charm)[Mind-Affecting]

Level: Bard 6, Love 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Any two targets within range
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This extremely powerful love charm causes two persons to become hopelessly obsessed with one another. Under the influence of true love, two humanoids of Medium size or smaller regard each other as perfectly romantically matched. This spell functions regardless of the gender or race of the humanoids involved. If either subject is threatened or attacked by the other when targeted by the spell, both targets make normal Will saves against the spell. If the targets are not in direct conflict, the saving throws are made with a -5 penalty. For this spell to function properly, both victims must fail their saving throws. If either victim succeeds on their saving throw, the spell has no effect.

Since both subjects are charmed, neither will do anything that would harm or take advantage of the other. If the subjects are separated from each other and unable to physically touch for more than 24 hours while under the influence of this spell, their intense longing for each other will cause both to become lovesick.

A lovesick creature moves at half normal speed and suffers a -4 penalty to both Strength and Dexterity. They heal damage at one-tenth the normal rate and cannot benefit from magical healing effects. A lovesick creature must make a Fortitude save each day against the same DC as the initial Will save or become crippled. Once crippled, the subject is effectively disabled as if they had 0 hit points, and cannot choose to take strenuous actions. These effects end immediately when the two are reunited. If one of the victims dies by any means, the other victim becomes lovesick as if separated from the other person and will eventually become crippled. The only escape from this is to break the spell.

True love can be broken by break enchantment, dispel magic, limited wish, miracle, or wish. Due to the unusual nature of the spell, if both are alive then both victims must be in the presence of the spellcaster and in physical contact for the spell to be ended by magical means. If the victims are not in physical contact, the spell cannot be broken by any known mortal magic.

Material component: A small diamond worth at least 100 shillings.

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Campaign Design - Spells: Seþra's Dance of Seduction

Seþra's Dance of Seduction (adapted from Relics & Rituals; originally Rie's Dance of Seduction)
Enchantment (Charm)[Mind-Affecting]

Level: Bard 5, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: 25-foot-radius centered on you
Duration: 1 hour per caster level (see below)
Saving Throw: Will negates
Spell Resistance: Yes

Through seductive and inviting body movements, the caster weaves a net of fascination and desire, affecting some or all (caster's choice) observers of the opposite (or preferred) sex as if by a charm spell. A successful Will saving throw negates the spell's effect, but the caster's Charisma modifier is added to the DC of the spell's saving throw (for bards and sorcerers, it is effectively added twice). Anyone failing the saving throw is immediately enamored of the dancer, and he will do whatever she desires (within reason, as described under the charm spell description). The spell is similar to mass charm, but not as effective, for its victims remain charmed only for the dance of seduction's listed duration. This period is usually more than enough time for the dancer to persuade the spell's subjects to hand over large gifts or perform various tasks. Unlike charm, victims of the spell rarely realize they were magically influenced, and they rarely object to giving the dancer money or to any tasks that she set them to perform.

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Campaign Design - Spells: Disintegration Field

Disintegration Field (from the Book of Eldritch Might II)
Transmutation

Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One 10-foot cube per 5 caster levels
Duration: 1 round per caster level
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell creates an area that destroys matter. Creatures and objects within the area are disintegrated unless they make successful Fortitude saves. Unattended nonmagical objects get no saving throw; attended objects are treated as part of the creature holding or wearing them. Those that make their saves are only partially affected, suffering 5d6 points of damage instead of disintegrating. Even an object passing quickly through the field, like a fired arrow, is disintegrated.

Like the spell disintegration, this spell even affects magical matter or energy of a magical nature, such as Þunor's forceful hand or a wall of force, but not a globe of invulnerability or an antimagic field.

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Campaign Design - Spells: Eriador's Permanent Levity

Eriador's Permanent Levity (from the Book of Eldritch Might II)
Enchantment [Mind-Affecting]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills the subject with extremely good spirits and a jovial nature - a state which has both benefits and drawbacks. The subject gains a +4 circumstance bonus to saving throws against any mind-affecting spell. He gains a similar +4 circumstance bonus to Diplomacy, Gather Information, and Perform checks, except in special situations where levity would be considered inappropriate such as a funeral.

The drawback is that the subject cannot initiate combat. If attacked, the subject can defend himself, and can then make attacks and act normally, but he cannot take an action that directly begins combat and cannot take an offensive action against a foe that has not attacked him.

Material component: A feather and a drop of brandy.

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Campaign Design - Spells: Duplicate

Duplicate (from the Book of Eldritch Might II)
Necromancy

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

You create a temporary duplicate of yourself and your gear. This is not a clone - you control the duplicate as surely as you control yourself, for you and it are one person: One mind with two bodies. Both you and the duplicate can do anything that you can do independently. In any given round of the duration, you can both take independent actions, so the duplicate can cast a spell and you can use a wand. You and the duplicate do not need to stay close to each other. If you create a duplicate, you can have it step through a magic gate to explore what lies beyond, while the "real you" stays safe on this side. You share the same thoughts - your thoughts are the duplicate's.

The duplicate is an exact replica of you as you are at the moment you cast the spell. If you are down 11 hit points and 1 point of Constitution, so is the duplicate. If you are diseased, so is the duplicate. The duplicate does not carry lingering spell effects - neither beneficial ones such as cat's grace or stoneskin, or harmful ones such as slow or doom, even if you do when you cast the spell. After the duplicate is created, you can cast spell effects on it (or the duplicate can cast them) but even then spell effects are not necessarily shared by both of you. The duplicate cannot be commanded to hurt you more easily than you can be commanded to harm yourself.

Spells cast by either you or your duplicate come from your spell total. Charged items (or items or abilities with a number of available uses per day) that you or the duplicate use count against the total number of charges or uses per day.

If the duplicate dies, the spell duration ends. if you die, the duplicate becomes the permanent version of you, its gear becomes the "real gear", and your gear disappears. You suffer an immediate loss of 2d4 x 1,000 experience points as you transition your soul into the new form. The duplicate is now you (and could cast duplicate again).

You cannot have more than one duplicate at a time, and the duplicate cannot have a duplicate. The spell cannot be made permanent, other than by the death of the caster as described above.

Material component: Two perfectly matched diamonds, each worth at least 1,000 shillings.

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