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Registered Users: GregoryTut

New Priest Spells
New spells


Honoring the Host

Enchantment (Charm)
Level: Bard 1, Satire 1
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (60 feet)
Area: all listeners in a 60 feet radius.
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

With this spell a bard can temporarily either greaten or depreciate the reputation of his host, in the eyes of the present witnesses.

Bards customarily cast this spell to “thank” their host (either for good or ill). In fact, it is a tradition for bards to praise the one who hosted them, in exchange for the food and lodging they get. And in fact, nobles often support bards not only for entertainment, but also to promote their glory. As such, bards typically better praise their host when they are well treated. Everyone well knows that a poorly received bard could easily tarnish one’s fame. Nonetheless, this spell is by no way limited to a bard’s host. It may be cast on anyone, in any circumstances, provided the target and audience are listening to the caster and have no more urging matters at hand (like a combat).

This spell affects both the target of the spell and the audience. The caster must first attract the attention of the audience, during which he casts the spell. Then, he must pronounce a spirited praise or insult, which thus requires he succeeds a Perform check against a DC=20 (taking +10 is possible, but requires 10 minutes of speech/song instead of a single sentence in one round). And the audience must make a Will saving throw. The spell effect is of altering the mood of the audience toward the target (or the bard), as relevant to the Perform and Will save results:

• Praise; Perform succeeded and Will-save failed. The audience’s reaction toward the target of the praise is shifted one factor closer toward a “Friendly Attitude” reaction. The target’s reaction toward the bard is shifted one factor closer to a "Friendly Attitude" reaction, if the target fails a Will save.

• Praise; Perform and Will-save succeeded. No reaction from the audience; the target’s reaction toward the bard is shifted one factor closer to a "Friendly Attitude" reaction, if the target fails a Will save.

• Praise; Perform failed. No particular effect.

• Insult; Perform succeeded and Will-save failed. The audience’s reaction toward the target of the insult is shifted one factor closer to a "Hostile Attitude" reaction. The target’s reaction toward the bard is shifted one factor closer to a "Hostile Attitude" reaction, if the target succeeds a Will save.

• Insult; Perform and Will-save succeeded. No reaction from the audience; the target’s reaction toward the bard is shifted one factor closer to a "Hostile Attitude" reaction.

• Insult; Perform failed. The audience’s and target’s reaction toward the bard is shifted one factor closer to a "Hostile Attitude" reaction.

Otherwise, while the above effects only have a duration of one hour per level of the caster, the DM should keep in mind the role-playing consequences of the use of this spell. A clever use could help bring down someone’s position, while a disastrous use may get the bard into trouble.

Material Components: none per se, but the bard must have his musical instrument and play it, to be able to cast the spell.



Irritating Sniveler

Illusion (Pattern)
Level: Bard 2, Sor/Wiz 2, Satire 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration +3 rounds
Saving Throw: Will disbelief
Spell Resistance: Yes

This spell, when cast on any speaking person, makes it appear as a pathetic and anti-pathetic, sniveler. The intended result being to induce disapprobation onto the listeners.

This spell creates an illusion making appear the target as if she was whining and sniveling when she speaks. Note that the spell doesn’t change any of the words the victim says. Rather it seemingly changes the way she says them, so as to naturally anger those listening to her. By no way such sniveling could induce pity; it will always induce irritation, as if whined by someone with odious manners and terrible charisma. The victim of the spell will be unaware of the spell effects unless she makes a Will saving throw. The listeners are entitled a Will saving throw for disbelief only if they have a strong reason to suspect that something is amiss. However the irritation that the spell induces is a natural result, not a magical influence.

The subject of the spell gets a –10 penalty on all her Charisma checks and skills of communication such as Bluff or Diplomacy, for spell duration. Moreover, all those
listening to the subject have their reaction automatically shifted one factor closer to a “Hostile Attitude” reaction.




Curse of the Suspicious Mind

Illusion (Phantasm) [Mind-affecting]
Level: Bard 3, Sor/Wiz 3, Satire 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

The victim of this spell becomes pathologically paranoid for the duration of the spell. As such, everything he perceives will be warped as to appear menacing, or at least insulting.

Under the influence of the spell, the character perceives that everyone is laughing at him, and are secretly mocking him; those speaking among themselves must be scheming against him, etc. Moreover, the spell subtly warps all he hears and sees to seem like threats and insults. For instance, if the indifferent guard at the city gates says “You must pay the fee if you want to enter the city”, then the character hears “If you dare enter the city we will take all your money”, said in a menacing tone. Note that once the spell wears off, the victim doesn’t realize that he was under the influence of a spell, but merely notes that people have ceased to persecute him. He is thereafter free to draw any conclusions he wishes.

No matter how a person acts with regards to someone under the influence of this spell, the victim of the spell will always perceive that behavior two factors closer to a "Hostile Attitude" reaction. That is, Helpful becomes Indifferent; Friendly becomes Unfriendly; Indifferent and Unfriendly become Hostile.

Material Components: A bit of hallucinatory mushroom, plant, or substance. (Usually a Profession: herbalist and Spot checks with DC=15 are sufficient to get them for free in a nearby forest.)



Deceptive Object

Illusion (Phantasm) [Mind-affecting]
Level: Bard 4, Sor/Wiz 4, Satire 4
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5ft./2 levels)
Target: 1 item of tiny to medium size
Duration: Permanent until discharged; then 1 hour/level
Saving Throw: Will disbelief
Spell Resistance: Yes

The purpose of this spell is to make the victim believe that an item is something else that it really is, while all other people perceive it normally.

The spell is to be cast upon an item the caster wants to alter in the perception of the first appropriate person seeing it. The caster thus first determines who will be subject to the spell. This may be as vague as "any humanoid", or as complex as "an albino's half-orc in full plate armor", or keyed to a specific individual through the use of a lock of hair, nail, etc. from that character. Thereafter, the first person conforming to the trigger's specifications, who gets by the item (seeing it, touching it, etc.) will be affected by the spell.

Then the caster determines how the item will be perceived by the victim. So the light clothes of a prostitute could be made appear as a rich ceremonial robe; a club like the sword of Selthor; a blank parchment as a magical scroll; etc. The alteration may be even more drastic, as to make the light clothes of a Anarienin prostitute appear as the sword of Selthor. However the Will saving throw is dependant upon the correlation between what the item really is, and what the victim is to perceive.

That is, the victim will be entitled a saving throw for disbelief only in cases of non correlated interaction with the item. Wielding clothes as if they were a sword entitles a saving throw for disbelief; not wearing clothes altered to appear as another sort of garb.

Material Components: a drop of blood of a supernatural creature of deception such as a faerie noble or a doppleganger. This blood may be fresh, or have long be turned to powder.



False Success of the Fool

Illusion (Phantasm) [Mind-affecting]
Level: Bard 4, Sor/Wiz 5, Wch 4, Satire 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (special, see text)
Saving Throw: Will negates (special, see text)
Spell Resistance: Yes

When the spell is cast upon a character, it generates a powerful phantasmal illusion in her mind, which makes her believe she has just completed the task she was on.

Whatever the victim is doing when the spell is cast, she will believe she just finished it. That is, she believes she just completed the task which she intended to bring to completion when the spell was cast. Now, as the spell does not tell the caster what was this intent, he could get some surprise with an unexpected reaction from his victim. Otherwise, the spell creates a phantasm in the victim’s head which overcomes reality, but only to a certain extent. If the reality is obviously not what the victim believes, she gets a Will saving throw for disbelief. If the reality has elements on which the phantasm may rely on, the victim doesn’t get a saving throw. In between cases may give penalties to the save at GM’s discretion.

Here are some examples:

• The character was in melee combat. Once the spell has been cast, she will see her opponents slain, subdued, or fleeing, as was her first intent. If the opponents act in an appropriate manner, she will get no saving throw; if she searches for their corpses and does not find them, she will be entitled a saving throw; and if the opponents attack her, the spell will be cancelled.

• The character was casting a spell, or had the intent to cast one. Once the spell has been cast, she believes she did cast the spell. If she was in the process of casting, she stops, with the spell lost; if she hadn’t yet begun, she doesn’t cast at all, believing she just did it. If her target(s) obviously do not suffer from the spell effects, she is entitled a saving throw. If the target(s) perform some appropriate gesticulation (even if they are really bad actors), she doesn’t get any saving throw.

• The character was requesting gold. Once the spell has been cast, she stops, absolutely convinced she gained it. If she gets a sack of copper pieces, even if in fewer quantity that was requested, she doesn’t get any saving throw. If she doesn’t get any sort of “token gold”, she gets a saving throw.

• The character was sculpting a statue. Once the spell has been cast, she stops, convinced the statue is finished. If it still is a shapeless rock, she is entitled a saving throw. The more that rock will resemble a statue, the greater will be the penalty to the save.

• The character was resting. Once the spell has been cast, she will feel and believe she is fully rested, no matter how much time she really rested. However, if she tries to do some strenuous activities that would get her on the brink of exhaustion, she gets a saving throw. If she fails her saving throw, she will unknowingly suffer some penalty to any to-hit or skill roll, and will eventually fall down in a faint.

The DM must consider the circumstances, to allow or not allow a saving throw, or to allow a save with a penalty of up to –10. A successful save reveals to the victim the illusory image warping her senses, with the reality appearing normally behind it.

Arcane Material Components: A bit of hallucinatory mushroom, plant, or substance. (Usually a Profession: herbalist and Spot checks with DC=15 are sufficient to get them for free in a nearby forest.)



Glam Dicinn

Transmutation
Level: Bard 6, Satire 6
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates or None
Spell Resistance: Yes

The Glam Dicinn (or Glamdice) is the supreme curse that a bard can pronounce upon someone. The subject of this spell suffers from “the three furuncles of disgrace”: shame, blame, and disfigurement. The resulting effects are mainly societal and political, with the subject being despised by others, dismissed from his position, and even banished from society.

This spell has a traditional cultural importance, and is almost never cast lightly. It is normally used to condemn a character whose behavior somehow wrong the other members of the society he lives in. Evil bards may cast it on those who offended them; but in any case it cannot be used as an offensive spell (for instance to curse an enemy during a battle).

In fact its typical use occurs as follows: A great bard was received poorly by the king, despite his excellent performance and praise. Such event is not simply a matter of the bard feeling insulted and getting the moral right to avenge himself. It means that the king doesn’t abide anymore by a very important custom of the Arash: generosity and hospitality. From the Arashan point of view, the king is symbolically an embodiment of the land. Henceforth, if he ceases to be generous, so will cease the land, and famine may well ensue. However, the king’s subjects having pledged loyalty to him are probably not going to cast him down. This will typically be done by a bard who, through his satire, will somehow expose to everyone the king’s inability to continue his reign. Then, there is an Arashan law which states that for a king having the right to rule, he must be whole of body and fair of aspect. (For instance, Nuada could not be king anymore when he lost his hand, even after it had been replaced by a silver one. He could resume his kinship only when he got back a true hand of flesh.) Hence the disfigurement, in addition to the blame, inflicted by the spell.

Anyway, this satire is by no way restricted to rulers. It may be inflicted on anyone with the relevant result, although there is usually little point on casting it on simple commoners.

This spell is a little complex, and produces several different magical effects at once. First of all, it cannot be cast discreetly. On the contrary, the caster must have the attention of a group of creatures. So the spell basically works exactly like the spell enthrall, enabling the caster to maintain the attention of the audience during all her revelations.

Then the bard pronounces his anathema upon the target in verse and rhymes. The subject of the spell is entitled a Will saving throw to escape the effects of this spell only if it is unjustly cast at him. If he deserves to get this satire (DM determination), he is not entitled to a saving throw.

The spell incurs the following effects:

• The subject’s visage is disfigured in a particularly humiliating way, putting an effective decrease of 6 points to his charisma score (minimum 1).

• The enthralled audience get an immediate dislike of the target. From that time on, as long as the spell continues, they will automatically have their reaction rolls concerning the target shifted two factors closer to a “Hostile Attitude” reaction. Note this is independent from the loss of charisma points due to the spell, and adds to it.

• If the target was a ruler, noble or otherwise a figure of some authority, he is “suggested” (as per the suggestion spell) to abandon his position.

This spell being a sort of curse cannot be removed by a dispel magic or similar spell. It requires either a miracle, limited wish, unveil the truth, or wish spell to dispel it if it was unjustly cast; or a miracle/wish spell to dispel it if the subject deserved it. Otherwise note that a character may use some magical disguise to conceal the effects of the spell if he cannot remove it.

Material Components: none per se, but the bard must have his musical instrument and play it, to be able to cast the spell.




Blind Love

Illusion (Phantasm) [Mind-affecting]
Level: Bard 6, Sor/Wiz 7, Witch 7, Satire 7
Components: V, S, M
Casting Time: 30 minutes
Range: Unlimited
Target: One living creature
Duration: 1 day/level
Saving Throw: Will disbelief
Spell Resistance: Yes

The victim of the spell will see one specific humanoid as the perfect lover, and will fall in love with him/her.

The spell creates an extremely intense phantasm in the mind of the victim that it will overcome any fact, event, etc., which would otherwise make such a love impossible, or even absurd. The caster must designate one specific living humanoid (it doesn’t work with undead), that the victim of the spell will perceive thereafter as the ideal lover. Then, the spell will draw from the subject’s mind what he considers as ideal, then will put that false perception on the named humanoid. As such, suppose the victim of the spell would fall in love with a beautiful big breasted blonde. If the “humanoid” designated by the caster is already a big breasted woman, with everything ideal but the color of her hair, the spell will only change that color in the eyes of the victim. Now suppose that the designated humanoid is a male bugbear, then the spell will make the victim perceives that bugbear as a beautiful big breasted blonde all the same. However, the spell doesn’t change nor influence anything else. So in the first case the victim won’t understand why his friends keep on pretending her wonderful lover has black hair, while they are obviously blond. In the second case, he will certainly think that they have gone mad, or are mocking him. If the “beloved bugbear” lives in a tribe of bugbears, the victim will believe “she” is a slave from the odious brutes, and so forth. Otherwise, the spell won’t influence in any way the designated lover’s behavior, but the victim will nonetheless perceive it in the most favorable way, even if it is obviously absurd. However, the enamored victim won’t act in a manner different from that he would have if he was passionately in love normally.

In the worst of cases, the victim is entitled to a Will saving throw, only if confronted to strong evidences that something is amiss (like several friends telling him that they only see a stinking bugbear where he sees a beautiful girl). Then, according to circumstances, a penalty of –1 to –10 will be applied to that saving throw. If the victim believes he sees a beautiful blonde where there is only a normal girl, despite what his friends could say, he will get a –10 penalty to his save. Otherwise, the victim acts as if under a powerful charm spell toward the “designated lover”.

Lastly, if the victim doesn’t meet the object of his love, the spell won’t produce much effects, except that the victim will vaguely feel longing for the perfect lover that he would like to meet.

Arcane Material Components: a doll figurine crudely resembling the victim, in which have been put some “body part” from both the victim and the humanoid destined to be seen as the ideal lover. That body part may be a lock of hair, a nail, etc. Special herbs and other materials worth 100 gp are also required. Everything is consumed during the casting, so there is no doll to be destroyed as a mean to end the spell effects before end of normal duration.




Grotesque Polymorph

Transmutation
Level: Sor/Wiz 8, Witch 8, Satire 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level).
Targets: Up to three creatures, no two of whom can be more than 30 ft. apart.
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

This special variant of the polymorph other spell, changes several creatures into misshapen forms of themselves. The subjects of this spell not only become ugly, but also get impediments from their deformities.

Upon casting the spell, you must determine what kind of deformities your targets will get, and how much it will hinder them. It can be as lenient as getting a few warts on the nose, to grievous as being changed into a club-footed hunchbacked midget with a snarling distorted face. Then, the deformities inflicted will incur impediments and penalties upon the subjects of the spell. As such you can determine a loss of –2 to –12 points of ability scores among Strength, Dexterity, and Charisma of the targets. The amount and distribution of this loss is determined by yourself, but should match the deformities suffered. For instance, a few warts on the nose would incur a –2 loss of charisma; while being changed into a club-footed hunchbacked midget with a snarling distorted face, may incur a loss of 4 points of Strength, Dexterity, and Charisma each. Note that this loss must be the same for all the targets, although the deformities they gain may be different. Also, the maximum loss of points is 12, whether there are one, two, or three targets. That is, three targets would lose up to only 4 points of ability score each, while a single target may loose up to 12 points. No ability score may be lowered under 3 by use of this spell.

Otherwise, this spell incurs a secondary effect. The targets’ grotesque appearance will now induce aversion in others. That is, from that time on, all reaction rolls concerning the targets will be shifted one factor closer to a “Hostile Attitude” reaction. Note this is independent from the eventual loss of charisma points due to the spell, and add to it if any.

Like other polymorph spells, the subjects of this spell return to normal upon death, or through the use of a successful dispel magic spell.

Arcane Material Components: a lock of hair, nail, or else, of a naturally malformed character, plus an insect which is crushed upon casting.




Unveil the Truth

Divination
Level: Sor/Wiz 9, Witch 9, Satire 9
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature
Duration: Up to 1 hour
Saving Throw: None
Spell Resistance: No

This spell is a magical song of great potency, which reveals the truth about the target of the spell. It typically uncovers lies, dispels disguises and false shapes, but also dissipates curses and defamation.

This spell is a little complex, and produces several different magical effects at once. First of all, it cannot be cast discreetly. On the contrary, the caster must have the attention of a group of creatures. So the spell basically works exactly as an enthrall spell, enabling the caster to maintain the attention of the audience during all her revelations.

Then the caster is imparted with the ability to see the real nature of her subject; and telling it in rhymes and verses, makes it magically revealed to the audience. As such, the caster will see if the subject is disguised or under a false shape (as with polymorph self spell), and telling it will turn back the subject to its true form and appearance.

The caster will see the real alignment and personality of the subject, and even if the subject concealed them, it will nonetheless be revealed to all, as the caster tells it. The caster will learn about the subject’s history; thus will know about his courage or cowardice, his secret scheming and treachery, or his unknown worthy deeds. In telling them to the assembly, everyone will know it is true. In short, kept secrets / magically hidden or not, the caster will see all what is to be known about the target of her spell. Then, upon saying it, all the listeners will know it is true. Likewise, if the subject unjustly suffered from a bad reputation, the caster will learn about it, and telling so will dissipate it among the audience. Note however, that this spell reveals only what is really important to learn, not trivial or mundane things (unless they were specifically requested by the caster). Also, this spell cannot be used by the caster to tell lies about the subject. She cannot but tell the truth that she discovers.

Likewise, she cannot choose to hide things she learns about the subject; she can only choose to concentrate on the important information, and omit to tell what isn’t pertinent or relevant in the context.

The target of this spell does not get any saving throw against it, and moreover is affected as with a sanctuary spell (with no saving throw) preventing him to attack the caster. Nonetheless, any appropriate magic (spell or item) which can shield the subject from detection spells will also be effective against unveil the truth. However, the caster will immediately learn about the magic which hinders her spell.

Material Components: A small golden cup filled with clear water. The caster first drinks a little of this water, and throws the remain in the direction of the target. Then the cup is disintegrated into a golden mist which spreads over the assembly, and then disappears.
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