Showing posts with label Glamer. Show all posts
Showing posts with label Glamer. Show all posts

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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Campaign Design - Spells: Fæy Curtain

Fæy Curtain (from Færies)
Illusion (Glamer)

Level: Cleric/Favored Soul 8, Druid/Spirit Shaman 8, Fæy 8, Sorcerer/Wizard 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Up to 2 creatures per caster level
Duration: 10 minutes per caster level
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creatures designated invisible, vanishing from sight, even from darkvision. If a recipient is a creature carrying gear, that vanishes, too. You have the ability to designate who can and cannot see the subjects of the spell. Unless specified, you (or other recipients of the spell) and target creatures cannot see each other. The spell also grants all targets a +5 bonus to Move Silently checks.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that a subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subjects are not magically silenced, and certain other conditions can render a recipient detectable (such as stepping in a puddle). The spell ends if anyone in the targeted group attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If a subject attacks directly, however, all targets immediately becomes visible along with all their gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Arcane material component: A fine lace shawl and a set of horse blinders.

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Campaign Design - Spells: Unnatural Charm

Unnatural Charm (from School of Illusion)
Illusion (Glamer, Fascination) [Mind-Affecting]

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

By casting this spell, you can greatly enhance either your charm or the natural charm of another creature. This spell gives a bonus to all target's Charisma-based skill checks equal to +1 for every two caster levels you possess (maximum +10). You must touch the target to end the spell prior to the end of its normal duration.

Material component: A piece of silver wrought in the shape of a tongue.

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Campaign Design - Spells: Disappear

Disappear (from Relics & Rituals)
Illusion (Glamer)

Level: Bard 1, Sorcerer/Wizard 1, Warden 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 2 rounds (D)
Saving Throw: None
Spell Resistance: No

With a single spoken syllable, the caster disappears from sight with a brief puff of blue smoke. For the round of casting and the round directly thereafter, the caster remains invisible. The caster is not magically silenced, and certain other conditions can render him detectable (such as stepping in a puddle). The spell ends if the caster attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the caster’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the caster attacks directly, however, he immediately becomes visible along with all his gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The caster will reappear at the start of the third round if not already visible by then.

The spell has the additional advantage that it was specifically designed to escape from combat, and therefore, its power is easy to unleash, even under duress. The caster receives a +4 bonus to his Concentration check if he must make such a check in order to complete the casting of this spell. This bonus stacks with any other bonus, such as from the Combat casting feat.

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Campaign Design - Spells: Permanent Invisibility

Permanent Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: Permanent (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Perfect Impersonation

Perfect Impersonation (from School of Illusion)
Illusion (Glamer, Disguise)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

By touching a target (living or dead), you assume all aspects of its form, including mannerisms, speech, and body language. You effectively become the target's double, behaving in every way like the original. In addition, the tactile and audible properties of your equipment are altered to appear like those worn or owned by the target. You can pass for him in public settings, intimate gatherings, and even in private meetings.

You temporarily absorb the target's memories as well as a rudimentary understanding of his language. This added benefit is lost if the target has been dead more than 1 minute per caster level. You do not gain skill knowledge, access to known spells, or use of feats.

The creature touched need not be the same race as you, but cannot be more than 2 feet taller or shorter than you. A 6-foot tall human wizard, for instance, could assume the form of a bugbear, harpy, krenshar, mind-flayer, minotaur, salamander, word, or even a Medium-sized demon.

The impersonation is so perfect that not even true seeing can detect it.

Material component: A piece of chalk or charcoal, crushed in the hand touched to the target.

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Campaign Design - Spells: Mask of Virtue

Mask of Virtue (from Vigil Watch: Secrets of the Asaatthi)
Illusion (Glamer) [Mind-Affecting]

Level: Bard 4, Cleric/Favored Soul 4, Paladin 3, Sorcerer/Wizard 3
Components: V, S, DF/F
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 2 hours per caster level (D)
Saving Throw: See below
Spell Resistance: No

While you are protected by this spell, anyone using magic to determine your alignment or detect your surface thoughts must make a Will save against this spell's DC, however, when determining the spell's save DC, double your relevant casting ability modifier. For example, mask of virtue cast by a wizard with 17 Intelligence would have a DC of 10 + 3 (the spell level) + 6 (2 x the caster's Intelligence bonus).

On a successful save, the caster knows your true alignment or surface thoughts or both. Otherwise he detects false information that you project, unaware of their false nature. The DM should make the saving throw in secret.

Focus: The holy symbol of your deity. If you are not a divine caster, the holy symbol of any deity may serve as your focus.

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Campaign Design - Spells: Selective Invisibility

Selective Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: 1 minute per caster level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things, employ magic to do so, or designate the viewers as being able to see the invisible creatures or objects. You can designate certain creatures to see the invisible creatures or objects. These creatures must be chosen at the time of casting.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Burst of Magic

Burst of Magic (from School of Illusion)
Illusion (Glamer, Deception)

Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 5 feet wide to 50 feet wide + 5 feet per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this cantrip, the caster creates a harmless surge of dazzling magical energy that does absolutely nothing. This burst takes the form of an offensive bolt or burst similar to that of a lightning bolt or fireball, even though the burst causes no damage. The burst can be detected at great range as a powerful spell by other wizards, sorcerers, and magic-sensitive creatures. The burst itself appears as a faint bluish light, just visible to all creatures within 50 feet of the spell. In addition, all spellcasters and creatures with innate magical abilities within 1,000 feet of the burst automatically become aware that some form of magic has just been cast, although neither the nature nor the actual purpose of the magic will be known. A detect magic spell cast within 1d10+10 rounds of the burst falsely reveals that the spell level of the burst is equivalent to a 6th to 9th level spell (1d4+5) and that the caster level is equivalent to the caster's actual level +2d6. Also, a detect magic spell can detect the effects of a burst at double its normal maximum range.

Should the burst strike an object, it leaves a faintly glowing residue on the target for 1d2 hours. During this time, the items detect as magical. Casting an identify spell on an object affected by the burst detects a false +2 enchantment on that object - an ordinary longsword would appear to be a longsword +2, while a longsword +2 would appear to be a longsword +4. Beyond this, further scrutiny from magical spell will net provide specific details about the affected items.

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Campaign Design - Spells: Misleading Images

Misleading Images (from School of Illusion)
Illusion (Figment, Glamer, Avoidance)

Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Caster plus 2d6 illusory doubles
Duration: 1 round per caster level (D)
Saving Throw: None or Will disbelief (if interacted with)
Spell Resistance: No

You become invisible (as greater invisibility, a glamer), and at the same time, 2d6 illusory doubles of you (as major image, a figment) appear. You are then free to go elsewhere while your doubles move away. The doubles appear within range but thereafter moves but thereafter move according to the caster's intent at the time of casting. You can make a figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figments can then move in different directions. The doubles move at your speed and can talk and gesture as if they were real, but they cannot attack or cast spells, though they can pretend to do so. The duplicates mimic each other's actions, and may move through one another. They cannot cast spell, but can pretend to do so. Any successful attack against a duplicate destroys it. A duplicate's Armor Class is (10 + the caster's size modifier + the caster's Dexterity modifier). Duplicates seem to react normally to area spells (such as looking burned or dead after being struck by a fireball).

The illusory doubles last as long as you concentrate upon them, plus 3 additional rounds. After you cease concentration, the illusory doubles continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.

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Campaign Design - Spells: Obscure Shadow

Obscure Shadow (adapted from Relics & Rituals)
Illusion (Glamer)

Level: Penumbral Lord 1, Sorcerer/Wizard 1
Components: S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One subject
Duration: 1 minute per caster level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Casting this spell allow you to temporarily obscure the natural shadow of a person or object. Beyond arousing the superstition and fear of common folk, this use of the spell has the practical effect of giving the subject a +5 bonus on their Hide skill checks if circumstances benefit from the subject not casting a shadow. This determination is at the DM's discretion.

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Campaign Design - Spells: False Thoughts

False Thoughts (from School of Illusion)
Illusion (Glamer, Deception)

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

This spell provides either the caster or a willing creature touched by the spell with a mental defense against attempts to read his thoughts. If a spellcaster or creature attempts to read the thoughts of an individual protected by false thoughts, that individual can mask his thoughts completely with a "wall" or false thoughts. This set of thoughts can be either a jumble of nonsense, a prepared "message", or a specific set of fictitious thoughts designed to mislead a mind reader. These thoughts must be prepared before the casting of the spell. Once the mind of an individual being protected by false thoughts is being read, the actual thoughts chosen to protect the individual's mind may not be altered unless the spell is recast.

Material component: An iron helm.

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Campaign Design - Spells: Obscured Script

Obscured Script (from School of Illusion)
Illusion (Glamer, Message)

Level: Bard 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 minute of longer (see text)
Range: Touch
Target, Effect, or Area: One touched object weighing no more than 10 pounds
Duration: 1 year per caster level
Saving Throw: None
Spell Resistance: No

You write instructions or other information on parchment, paper, or any suitable writing material. The written text is only visible under one type of light chosen at the time of casting. This can be natural sunlight, moonlight, starlight, total darkness (requiring darkvision to read the script), firelight, magical light, and so on. If the correct light is not available, the object appears blank. The hidden message can also be read with the true seeing spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

Material components: A special silver-based ink costing not less than 25 shillings.

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Campaign Design - Spells: Write

Write (from School of Illusion)
Illusion (Glamer, Message)

Level: Bard 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 minute or longer (see text)
Range: Touch
Target, Effect, or Area: One touched object weighing no more than 10 pounds of a single touched surface not larger than 1 square foot per caster level
Duration: 1 day per caster level (D)
Saving Throw: None
Spell Resistance: No

This spell allows you to create magical writings, filling up to 1 page per caster level. These can either be dictated or copies from something you can see and can include text or pictures. This text and images are illusory and vanish at the end of the spell's duration or when dispelled. This spell may not be used to copy other magical writings (including spell books, glyphs, or other script produced by a spell), nor can information stored by this spell impart any skill bonuses.

The casting time depending on the length of the text that you wish to write or copy with the spell writing or copying up to 2 pages per minute, but it is always at least 1 minute.

Material component: A special slate based ink worth not less than 10 shillings.

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Campaign Design - Spells: Mirror Truth

Mirror Truth (from the Book of Eldritch Might)
Illusion (Glamer)

Level: Mirror Master 6
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One 10-foot cube per caster level (S)
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell creates a powerful illusion that can be overcome only by looking through a mirror. The caster creates an illusionary image over the target area as described in the spell screen. No amount of normal interaction with the illusion helps character discern the truth. If they look at the area in a mirror, the reflection shows what is actually there. Magical means of detecting or seeing through illusions such as true sight are handled as if this were a normal illusion.

Material component: A mirror at least 2 feet across.

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Campaign Design - Spells: Mass Improved Invisibility

Mass Improved Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature per caster level, no two of which can be more than 30 feet apart
Duration: 1 minute per caster level
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or objects touched becomes invisible, vanishing from sight, even from darkvision. If the recipients are creatures carrying gear, that vanishes, too. If you cast the spell on others, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. The spell does not end if members of the group attack.

The subjects are not magically silenced, and certain other conditions can render recipients detectable (such as stepping in a puddle).

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Disguise Trap

Disguise Trap (from School of Illusion)
Illusion (Glamer, Disguise)

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Trap touched
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

You make an existing trap appear as though it were not there- an open pit appears like the surrounding stone work, a trip-line disappears in the surrounding foliage, a flame jet looks like mortar grooves between brickwork, and so on. As a result of casting this spell, the trap becomes more difficult to spot. The Search DC to find the trap becomes equal to your caster level plus the save DC for this spell.

If spotted, the opponent sees through the illusion and is not tricked by it again. In addition, he can point it out to others. The DC to disable the trap is not affected by this spell.

Material component: The eyes and claws of a mole.

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Campaign Design - Spells: Coin of the Realm

Coin of the Realm (from Dragon Magazine #302)
Illusion (Glamer)

Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One pebble
Duration: 1 hour per caster level
Saving Throw: Will negates (see text)
Spell Resistance: No

This spell cloaks a pebble in an illusion, making it seem to be a silver coin of whatever design the caster chooses. Creatures touching the coin or studying it are allowed Will saves to recognize the glamer as an illusion.

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Campaign Design - Spells: Magical Deafness

Magical Deafness (from School of Illusion)
Illusion (Glamer, Deception)

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: 10 foot per caster level radius
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

By casting magical deafness, the caster is able to block out all magical listening spells or devices with an auditory component in a selected area. This includes such spells as scrying or the vocal component of comprehend languages as well as enchanted devices such as a horn of blasting. Normal sound is not blocked by this spell.

Material component: The ears of a fox and a pint of water taken from a waterfall.

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Campaign Design - Spells: False Lore

False Lore (from School of Illusion)
Illusion (Glamer, Deception)

Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target, Effect, or Area: One creature or object touched
Duration: Permanent (D)
Saving Throw: See text
Spell Resistance: No

With this spell, the caster can provide a false history for a person, place, or object. The false history is then revealed when spells or other abilities intended to determine the history of the target are used. If another spellcaster or creature attempts to use legend lore, contact other plane, or similar magical spells or devices on the affected object, the false history created by the caster of this spell is revealed instead of the target's actual history. The false lore for a target is permanent until the caster touches the target once more and wills the spell to end.

The false history created by this spell may not necessarily be trusted by those who learn of it. The caster of the spell must give the false history as much detail as possible when creating it. While those casting legend lore or similar spells on a target affected by false lore may not have any reason to doubt the efficacy of their magic, they may notice discrepancies between the details of the false lore and other true sources of information. A character with 1 or more ranks in an appropriate Knowledge skill (i.e. history, local history, nobility and royalty, and so on) can make a skill check (DC equal to the spell's save DC + the caster's caster level) to check the history against known facts. Success exposes the false lore as a fraud.

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