Dream Port

Conjuration (Teleportation)
Level: Bard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands in their sleep
Duration: Instantaneous, then lasting 30 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

You move your dream self or some other creature’s to the Dream Plane. If several willing persons link hands in a circle, as many as eight can be affected at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible, but this can be improved with controlled dreaming, and once you have been ot the location in your dreams more than once. You can reach the Dream Plane from any other plane.

At the end of the spell, those affected return to their bodies on the plane that they left them.

Focus

An instrument that allows the bard to play a particular tune. The tune is what keys into the location in the Dream Plane. Those affected will hear this as the spell nears completion, as a reminder that they will soon return to their bodies.

The verbal component is a short story that tells the affected what to expect, describing the scene, etc. This can be provided before, during, or after the tune is played.


Posted in Uncategorized and tagged , , by with no comments yet.

Sleep Ward

Enchantment
Level: Clr 3, Bard 3, Sor/Wis 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all sleep spells, dreams, nightmares, and any sleep effects. This spell doesn’t awaken a creature that is already sleeping, nor does it protect against normal sleep; if the target is naturally sleepy, sleep can still occur.


Posted in Uncategorized and tagged , , , by with no comments yet.

Dazzle

Illusion (Phantasm)
Level: Brd 3, Sor/Wiz 3, Trickery Domain 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: one Creature
Duration: 1 round/level (D)
Saving Throw: Will negates

This spell creates a phantasm to dazzle the unwary. The victim perceives whatever thing they covet the most, either as a stationary object, or as something the caster is offering them. Failing a will save, they act to achieve whatever they see, blinded to all other considerations for the duration of the spell. They will defend themselves normally but will take no other actions as long as the spell persists.

If the dazzle is placed in such a place that going to it would cause the subject harm, they receive another saving throw with a +4 bonus to break free of the compulsion.

The phantasm only exists in the subject’s mind, and so others do not perceive the illusion.

On a successful saving throw, the phantasm appears ghostly and translucent and persists for the duration of the spell, but the victim is not compelled to pursue to it.

For example, when cast on a greedy merchant, this spell would create an illusion of someone offering them chests filled with treasure. The merchant would be compelled by the phantasm to go to the illusion and accept the illusory treasure for as long as the spell lasted. For a wyvern, it might create an illusion of some helpless prey, upon which it would be compelled to go feed.

As a phantasm, this spell is a mind-effecting effect and so will not effect undead or constructs.


Posted in Spell and tagged , , , , , , , by with no comments yet.

Spell: Wall of Sound (Lvl 3/4)

Evocation [Sound]
Level: Bard 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of sound up to one 10-ft. square/level, or hemisphere of sound with a radius of up to 3 ft. + 1 ft./level
Duration: 1 round/level
Saving Throw: see text
Spell Resistance: Yes

Holding one arm perpendicular to the body and moving the other in a circular motion that begins quickly and then slows, the caster of this spell brings into being a stationary Wall of Sound that can knock creatures down and deafen them.

An invisible vertical curtain or sphere of sound appears. Sound is projected away from the caster, possibly damaging, deafening, and knocking down creatures on the other side of the wall.

Any creature coming within 10′ of the wall must suceed at a fortitude save or be knocked back 5′ and fall prone. Flying creatures who fail this save fall from the air and are knocked back a distance equal to their height above the ground. In addition, any creature within 20′ of the wall takes 1d4 points of sonic damage and must succeed at a fortitude save or be deafened.

In addition, any creature attempting to pass through the wall is automatically deafened and takes 1d6 points of sonic damage + 1 point per caster level (max 15 points), and must succeed at a fortitude save or be knocked down, back and prevented from passing through the wall by the force of the sound.

Arcane Material Component

A 4 foot length of catgut or copper wire.


Posted in Spell and tagged , , , , , by with no comments yet.