Showing posts with label Compulsion. Show all posts
Showing posts with label Compulsion. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Shroud of Sleep

Shroud of Sleep (from Relics & Rituals: Excalibur)
Enchantment (Compulsion)[Mind-Affecting]

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One or more living creatures within a 15-foot radius burst
Duration: 5 minutes + 3 minutes per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a low, creeping fog that covers a large area. Anyone within that area must save against the spell or fall into a comatose slumber. 4d6 Hit Dice of creatures plus 1d4 Hit Dice per caster level are affected, and creatures with the fewest Hit Dice are affected first. Among creatures with equal Hit Dice, those closest to the spell’s center are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless, and are not awakened by normal noises, though slapping or wounding awakens them. Awakening a creature is a standard action.

Material component: A pinch of fine sand and a bit of moss.

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Campaign Design - Spells: Dolorous Motes

Dolorous Motes (from the Book of Exalted Deeds)
Enchantment (Compulsion)[Mind-Affecting]

Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: One 10-foot cube per caster level
Duration: 1 round per caster level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell creates flickering motes of light that cause intense mental anguish. Creatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round. A new save may be made each round. Leaving and then reentering a cloud of motes forces a new save.

The caster can create one large cloud of flickering motes or several smaller clouds. The affected cubes need not be adjacent to one another, but each cloud is stationary once placed.

Sacrifice: 1d3 points of Wisdom damage.

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Campaign Design - Spells: Dirge of Woe

Dirge of Woe (adapted from Relics & Rituals)
Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: All creatures within a 30-foot-radius centered on the caster
Duration: Concentration, up to 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

All creatures within 30 feet of you that fail their saving throws will lapse into a deep depression. Despairing creatures will stop what they are doing and are 50% likely to drop whatever they are holding. All affected creatures will take no action other than to lament their misfortune for as long as you are playing.

The spell is immediately broken if any of the victim's are attacked. Additionally, any action to which a depressed creature would normally react violently allows it another Will save to break the spell. For example, someone trying to steal the treasure guarded by a despairing sentinel would grant the sentinel an additional save against the effect of dirge of woe.

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Campaign Design - Spells: Utter Thrall

Utter Thrall (found in the Book of Eldritch Might II)
Enchantment (Compulsion)[Mind-Affecting]

Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One Medium or smaller humanoid
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes

As a more powerful version of dominate person, this spell allows you to completely enslave any humanoid of Medium or smaller size. You establish a telepathic link with the subject's mind and can convey your wishes even if you share no common language. You know what the subject is experiencing, but you do not receive direct sensory input from him.

Subjects cannot resist this control and always act in the best interests of their controller, even if not commanded to do so. The subjects truly believe you are their rightful master and serve you lovingly with utter devotion. They carry out even self-destructive orders - in fact, thralls will give their lives willingly for the good of their controller, even if not commanded to do so. Once the caster establishes control, he can exercise it at unlimited range. You need not see the subject to control it.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of utter thrall or dispel it.

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Campaign Design - Spells: Holy Beacon

Holy Beacon (from Relics & Rituals)
Abjuration

Level: Paladin 1
Components: V, S, M, DF
Casting Time: 1 full round
Range: 1 mile per caster level squared
Target, Effect, or Area: You
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes (harmless)

You cast this spell on yourself, which "arms" the beacon for one full day. Should you suffer certain circumstances, the beacon becomes active. When the beacon becomes active, it takes a specific color depending upon your trouble. The circumstances that initiate a beacon and the colors the beacon assumes include:
  • Red: You fall unconscious due to combat.

  • Orange: You fall unconscious, but not due to combat.

  • Yellow: You suffer damage or penalties due to critical hunger or thirst.

  • Blue: You trigger the beacon voluntarily.
Once triggered, the holy beacon lasts until you dismiss it or for one full day after you die. After you die, the beacon burns a brilliant white.

The holy beacon can be seen high in the sky over the area where you are located. No matter how far underground or undersea you may be, the beacon will appear in the sky above. Only other paladins are able to see the beacon, and only if they are within the spell's range. Normal conditions of visibility still apply, so rain, mist, fog, or magical conditions may block the beacon from other paladins' line of sight. At 5th level, paladins have a 10% chance to sense the beacon spiritually and are able to "see" the beacon in the sky regardless of conditions. The chance to perceive the beacon in this way increases by 10% per paladin level above 5th. The beacon takes the form of your holy symbol, although this becomes less clear the further away a paladin is from the beacon.

The components of the spell include a brief ritual that involves you holding some source of light - usually a small candle, but even a math will do - above your head while you utter a brief prayer to your Celestial patron. Your holy symbol must be present when you cast this spell.

Material component: A source of illumination, preferably a small candle.

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Campaign Design - Spells: Rend the Sovereign Soul

Rend the Sovereign Soul (from Relics & Rituals)
Enchantment (Compulsion)[Mind-Affecting]

Level: Bard 2, Cleric/Favored Soul 2, Domination 2, Missionary 2, Sorcerer/Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: 10 minutes per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

If the target fails to make his Will saving throw, he suffers a morale penalty to his Will saving throw equal to 2 + the greater of the caster's Wisdom or Intelligence modifier. Multiple castings of rend the sovereign soul by the same caster on the same target have cumulative effects.

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Campaign Design - Spells: Brid's Laugh

Brid's Laugh (adapted from the Book of Exalted Deeds; originally Chaav's Laugh)
Enchantment (Compulsion)[Good, Mind-Affecting]

Level: Cleric/Favored Soul 5, Joy 5
Components: V
Casting Time: 1 standard action
Range: 40 feet
Target, Effect, or Area: 40-foot-radius spread centered on you
Duration: 1 minute per caster level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.

Good creatures within the spell's area gain the following benefits for the duration of the spell: A +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level (maximum 1d8 + 20).

Evil creatures within the spell's area that fail a Will save suffer a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.

Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Brid's laugh.

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Campaign Design - Spells: Declaration of Death

Declaration of Death (adapted from Relics & Rituals)
Enchantment (Compulsion) [Death, Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One living creature
Duration: 1 round per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The spell's target must make a Will saving throw or fall to the ground unconscious. This portion of declaration of death is mind-affecting, but not death magic.

Each round thereafter, until the spell ends, the victim is allowed an additional Will save with a cumulative +1 to the saving throw's DC to realize that she is still alive. Any successful saving throw immediately breaks the spell. Anyone who spends a full round action trying to awaken the victim lends her a +4 bonus to her next Will save. The victim gets a similar bonus if she is attacked or injured.

If the victim is still under the spell's influence by round 10, then she must begin making Fortitude saves each turn as well, this time against DC 12 and escalating by +1 DC each round thereafter. If one of these saves is failed, the victim is so convinced she has died that her body shuts down and she actually expires. This portion of declaration of death is considered death magic.

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Campaign Design - Spells: Guilt

Guilt (from the Book of Eldritch Might)
Enchantment (Compulsion)[Mind-Affecting]

Level: Bard 1, Cleric/Favored Soul 1, Gutter Mage 1, Sorcerer/Wizard 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One living creature of non-good alignment
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

A non-good creature is forced to think about some evil deed it performed, denying it any actions for the duration of the spell except to defend itself.

Arcane focus: A small mirror.

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Campaign Design - Spells: Wall of Fear

Wall of Fear (adapted from Shamans: Call of the Wild)
Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 4, Haunting 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Insubstantial wall whose area is up to one 10-foot square per caster level or hemisphere with a radius of up to 1 foot per caster level
Duration: 5 minutes per caster level (D)
Saving Throw: Will partial
Spell Resistance: Yes

This spell creates an imperceptible wall of pure fear. Anyone trying to pass through the wall must succeed at a Will save or be invaded by blind terror and back away, unable to cross until the spell ends. Succeeding at the saving throw allows the creature to pass the wall once, and must roll again if attempting to cross the affected area again, but with a +1 morale bonus for each time it successfully crossed the wall previously. The wall remains in place no matter how many creatures are able to cross it, only dissipating at the end of its duration.

Material component: Powder made from crushed bones.

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Campaign Design - Spells: Vaßatar's Strife

Vaßatar's Strife (adapted from Relics & Rituals; originally Belsameth's Strife)
Enchantment (Compulsion) [Fear, Mind-affecting]

Level: Bard 4, Cleric/Favored Soul 5, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One humanoid
Duration: Concentration plus 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it. He will use the best attacks, weapons, or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.

Arcane material component: A drop of nightshade.

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Campaign Design - Spells: Animal Spy

Animal Spy (from Relics & Rituals)
Enchantment (Compulsion)[Mind-Affecting]

Level: Animal 3, Cleric/Favored Soul 3, Druid/Spirit Shaman 3, Ranger 3, Warden 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One Tiny animal
Duration: One day per caster level
Saving Throw: None
Spell Resistance: Yes

Similar to the spell animal messenger, this spell allows for more complicated instructions to be given to any Tiny animal. Whereas in animal messenger, the animal can be instructed only to go to a certain location, this spell allows for up to three steps of instructions to be mentally impressed upon the animal. The normal use is for the animal to go to a place, wait for something to happen, and then return to some place (most likely where the caster is or expects to be). All the other details of animal messenger apply to this spell. Animal spy works only on animals with an Intelligence of 1 or 2.

Material component: A morsel of food the animal likes.

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Campaign Design - Spells: Miscast Spells

Miscast Spells (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 3, Treachery 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One spellcaster
Duration: 2 rounds + 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

The subject's ability to cast spells is sabotaged, making every act of casting a potential disaster. Each time the subject casts a spell, he must make a caster level check (DC 15 + the level of the spell being cast) or suffer the effects of a spell mishap as follows:

d8 Roll
Mishap Effect
1 -2
Surge of uncontrolled magical energy deals 1d6 damage per spell level to the caster
3
Spell strikes the caster or ally, or a random unintended target
4
Spell takes effect at a random location within the spell's range
5
Spell has opposite its intended effect (DM's discretion as to how)
6
Spell fizzles, caster suffers minor cosmetic change for 2d10 rounds
7
Spell has innocuous and unintended effect
8
Spell effect is delayed by 1d12 hours

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Campaign Design - Spells: Drums of Panic

Drums of Panic (from Nyambe: African Adventures)
Enchantment (Compulsion)[Mind-Affecting]

Level: Bard 4, Dance 5
Components: V, S, F
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: All enemies in a 30-foot-radius burst, centered on you
Duration: Concentration to a maximum duration of 1 round per caster level
Saving Throw: See text
Spell Resistance: Yes

To cast drums of panic, the caster must have at least one rank in the Perform: Drums skill, and must make a Perform: Drums skill check. All applicable targets within 30 feet of the caster must make a Will save with a DC equal to the result of the Perform: Drums check or become panicked for 1d4 rounds.

If a target successfully saves, the caster can continue to play the drums for a maximum of 1 round per caster level, rerolling the Perform: Drums check and requiring a new Will save for all those within the area each round.

Focus: A set of masterwork drums.

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Campaign Design - Spells: Rally

Rally (adapted from Relics & Rituals: Excalibur)
Enchantmenr (Compulsion)[Mind-Affecting]

Level: Cleric/Favored Soul 5, Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 feet
Target, Effect, or Area: All allies within 100 feet
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No (harmless)

Your allies gain a morale bonus of +3 on their attack rolls and a morale bonus of +4 on saving throws against fear effects. Rally counters and dispels bane.

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Campaign Design - Spells: Luck of the Fæy

Luck of the Fæy (adapted from Færies)
Enchantment (Compulsion)[Mind-Affecting]

Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One reroll
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell allows you to choose one die roll and reroll it, taking the newly rolled number instead. The spellcaster can choose to reroll one roll that she, another character, or another creature has just made. The targeted creature must take the results of the reroll, even if they are worse. This spell can be cast as an immediate action in response to the actions of another character or creature on their turn. If you cast luck of the fæy in this manner, you cannot take a standard action on your next turn. You can only cast this spell once per round.

Material component: A small, unmarked cube of ivory.

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Campaign Design - Spells: Curse of Terror

Curse of Terror (adapted from Relics & Rituals)
Enchantment (Compulsion) [Fear, Language-Dependent, Mind-Affecting]

Level: Bard 3, Cleric/Favored Soul 3
Components: V, S
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

The target must hear the caster's voice as she pronounces the curse and defines the object of the victim's fear. The victim receives an immediate Will saving throw against the curse. If the saving throw fails, the victim must henceforth make a Will saving throw or become panicked whenever he encounters the object of his phobia. The phobia lasts until the victim rolls a natural 20 on the Will saving throw or until other magic removes the curse.

Multiple castings of curse of terror stack, although any casting that would set up a contradictory phobia automatically fails. For example, a victim already afraid of wide-open spaces cannot be made claustrophobic.

Curse of terror automatically fails is the victim could not possibly avoid the subject of his fear. Thus, a victim could not be cursed to fear himself or breathing or anything else whose avoidance would be suicidal. A victim could, however, be made to fear something the avoidance of which would make their life uncomfortable or inconvenient.

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Campaign Design - Spells: Inquisition

Inquisition (from Relics & Rituals)
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Bard 5, Cleric/Favored Soul 5, Missionary 5
Components: V, S
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One creature
Duration: 10 minutes
Saving Throw: Will partial (see text)
Spell Resistance: Yes

This spell may be used to gain truthful answers from the most stubborn creatures. So long as the creature touched can understand the caster, then the affected creature must answer three questions put to him by the caster. In order to resist the spell, the creature must make a Will save. Success means that he can resist answering that question, but must save again for the next. As soon as a Will save is failed, the creature is allowed no more saves and must answer the remaining questions. Note that the subject must answer truthfully, but he can only answer the truth as he knows it. If he has no pertinent information with which to answer a question posed, he is compelled to say as much.

At the end of 1 minutes or after three questions have been asked and answered, the spell comes to an end.

The caster and the subject must be in a reasonably calm environment when the spell is cast. The subject should be restrained in some way, otherwise he gets a +2 bonus to his Will save and the first success means that the spell is broken and no more questions may be asked.

Questions posed must be direct and simple, such as yes/no questions or a question answered with a name, a time, a place, a command word, and so on. Asking multi-part or elaborate questions will at best, use two or all three allowed questions, and at worst provide the subject with means to satisfy the spells compulsion by only answering a fragment of the question posed.

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Campaign Design - Spells: Heart of Valor

Heart of Valor (from Relics & Rituals)
Enchantment (Compulsion) [Fear, Mind-Affecting]

Level: Paladin 3
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: Allies within 5 feet per caster level
Duration: 1 round per caster level
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)

The heart of valor is Forseti's divine gift to paladins, and paladins devoted to him invoke its powers quite often. The heart of valor encourages the inspirational nature of your bravery by augmenting your already aura of courage ability and granting attack bonuses to your comrades. Such is the nature of the heart of valor's courage-invoking power that your opponents suffer penalties when facing you in melee.

Once you cast the heart of valor upon yourself, the bonus granted by your aura of courage doubles. This bonus applies to any and all rolls made by your allies involving fear effects. The heart of valor grants you a +2 morale bonus to melee attack rolls and grants all your allies within range a +1 morale bonus to all melee attack rolls. Creatures engaging in melee with you must make a Will saving throw or be shaken and suffer a -2 morale penalty to attack and weapon damage rolls and all saving throws.

The verbal and somatic components of this spell involve standing, holding one's weapon high with one hand, placing the opposite hand over one's heart and declaring loyalty to Forseti and his principles.

Armor of Light

When you cast all four of the spells of the divine brother paladins and invoke the divine power of the Holy Mother Eiur, you create magical armor for yourself called the armor of light. The five required spells are gaze of truth, hand of justice, heart of valor, limbs of endurance, and soul of mercy. In order to achieve this armor, you must cast all five spells in succession upon your person, taking no more than one round in between spells. Once invoked, the armor of light lasts as long as the heart of valor spell cast to create the armor remains in effect. When you finish casting all five spells, other creatures seeing you will see divine mists begin to swirl around your body, which then seem to meld into your body in the form of mystical, slightly luminescent armor.

Once you have "put on" the armor of light, you gain many powers in addition to the benefits provided by the individual component spells. First, the armor magnifies the five virtues within you, and this, in turn increases several of your abilities by two points: Mercy increases Wisdom, Endurance increases Constitution, Valor increases Strength, Truth enhances Intelligence, and Justice enhances Dexterity. Second, you gain a sacred bonus of +3 to Armor Class. Third, the armor of light gives you a sacred bonus to saving throws against spells cast by creatures that are either evil or chaotic. Finally, the armor of light casts light in a 60 foot radius around you. This light will supersede any magical darkness or shadow-creating spells of 3rd level or lower whose area of effect overlaps the light effect of the armor.

The armor of light is an abjuration effect, and may be dispelled as if it were a separate 4th-level spell you had cast upon yourself.

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Campaign Design - Spells: Ecstatic Vision

Ecstatic Vision (from the Player's Guide to Wizards, Bards, and Sorcerers)
Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 5, Cleric/Favored Soul 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

The target living creature is struck with such intense mental and physical pleasure that it takes 1d8 points of nonlethal damage per caster level (to a maximum of 15d8). If the Will save is successful, the subject is instead considered stunned for one round.

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