Showing posts with label Mind-Affecting. Show all posts
Showing posts with label Mind-Affecting. 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: 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: 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: 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: Vision of Heaven

Vision of Heaven (from the Book of Exalted Deeds)
Enchantment [Mind-Affecting]

Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One evil creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

Your words allow the target creature the merest glimpse of the blessed joy of the Celestial Realm, spurring the target to a moment of regret for its evil deeds. For 1 round, the target is dazed. In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature suffers a -1 penalty on all Will saves related to redemption.

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Campaign Design - Spells: Elation

Elation (from the Book of Exalted Deeds)
Enchantment [Mind-Affecting]

Components: V, S
Casting Time: 1 standard action
Range: 80 feet
Target, Effect, or Area: Allies within an 80-foot-radius spread, centered on you
Duration: 1 round per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.

Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.

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Campaign Design - Spells: Somnolent Pattern

Somnolent Pattern (from School of Illusion)
Illusion (Fascination, Pattern) [Mind-Affecting]

Level: Bard 6, 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: Colorful lights in a 25 foot radius spread
Duration: Concentration + 4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

As hypnotic pattern except that a somnolent pattern renders its targets unconscious. The bright, shifting patterns of light created by a somnolent pattern cause creatures to fall into a deep sleep, similar to the effects of a sleep spell, except that nothing can awaken the affected creatures until the spell ends. Hitting or wounding an affected creature will not awaken it. Roll (2d6 + 1 per caster level) to determine the total number of Hit Dice affected (maximum +20). The creatures within the area of effect that have the fewest Hit Dice are affected by the spell first. Creatures possessing equal Hit Dice are affected in their order of proximity to the spell's caster, beginning with the creature closest to the caster. Sightless creatures are not affected by this spell, nor are creatures that do not sleep.

Verbal component: Only required for bards, who must sing, play music, or speak a rhyme as part of the verbal component.

Material component: A pinch of sand and a lit stick of incense.

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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: 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: 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: 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: Blackflame

Blackflame (adapted from Relics & Rituals)
Evocation [Fear, Fire, Mind-Affecting]

Level: Penumbral Lord 8, Sorcerer/Wizard 8
Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One subject
Duration: 1 round per caster level (D) (maximum 25 rounds)
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes (harmless, see text)

This spell causes shadowy flames to burst to life upon the target. Each round, the target of this spell must make a Fortitude save against the spell or suffer 1d10 points of damage. A target with spell resistance must roll their spell resistance every round to resist the effects of this spell. A single success on the saving throw or spell resistance does not negate the blackflame, that can only be accomplished if the caster chooses to end the spell or someone successfully dispels the spell.

In addition to the damage, the spell causes a mind-affecting, fear effect on the victim. On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw against the spell's DC or cower. Cowering creatures may not move or take any other actions, lose their Dexterity modifier to Armor Class, and opponents gain a +2 bonus to attack rolls against them. Affected creatures can take no action other than to fruitlessly attempt to douse the black flames.

The blackflame stays on the target for the spell's duration. Only a dimension door, teleport, or other similar transportation magic will separate the victim from the blackflame. The spell does not function underwater, and may be suppressed by completely immersing the victim, but the flames will burst back into effect for any amount of its remaining duration when the victim is not completely submerged.

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Campaign Design - Spells: Phantasmal Hunter

Phantasmal Hunter (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 6
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You create a phantasmal hunter, and illusory creature that is similar to that created by the spell, phantasmal killer. Upon seeing the phantasmal hunter, the target must make a Will save or become panicked. In any event, the phantasmal hunter relentlessly pursues the target until it comes into contact with the target through a successful touch attack. At that time, the target must make a Will save or die. The target receives a -1 penalty to the save for every minute it spent fleeing from the phantasmal hunter (maximum -10). The phantasmal hunter has a speed of 30 feet and a base attack bonus equal to your caster level.

Arcane focus: A hound's tooth.

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Campaign Design - Spells: Phantasmal Swarm

Phantasmal Swarm (from School of Illusion)
Illusion (Phantasm, Terror) [Fear, Mind-Affecting]

Level: Sorcerer/Wizard 3
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
Saving Throw: Will disbelief partial
Spell Resistance: Yes

The target believes that it is suddenly covered by a swarm of thousands of insects. It experiences the insects biting and stinging it and burrowing underneath its skin, driving it into a panicked state. The target may make a Will save to disbelieve the existence of the phantasmal swarm, but the residual images of the swarm leave the target shaken.

If the target of a phantasmal swarm spell succeeds in disbelieving the images and is wearing a helm of telepathy, the phantasmal images may be turned upon the caster. The caster must then disbelieve the images or suffer 2d6 points of damage from the fear effect.

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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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