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.


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Spell: Studied Divination

Studied Divination is a spell that allows the caster to gain insight into future events. It is especially useful for the DM to introduce a threat that the players must eventually face, as it gives vague warnings about a future threat.

“Studied Divination”
Divination
Level: Clr 3, 6 and 9, Drd 3, 6 and 9, Sor/Wiz 3, 6 and 9.
Components: V, S, M/DF, F
Casting Time: 1 month of 2 hrs/day
Range: See text
Effect self
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: no

This spell allows the caster, through long and careful study, to gain portents regarding developing or distant events. Through the careful study of the stars, throwing of yarrow sticks, the study of sacrificial entrails, drawing of runes, the study of cards, throwing of bones, entering sacred trances, or some similar activity, the caster may be able to gain knowledge of important events that are of interest to him. As a secondary effect, the caster may know weather certain mundane events will come to weal or woe, such as the prosperity of a wedding, weather the establishment of a certain field will be fruitful or other similar mundane events.

The knowledge so divined is limited to vague portents, easily misunderstood. At 3rd level it is limited to knowledge regarding a single town or county not more then one month in the future. At 6th level it can relate to a kingdom for a year, and at 9th can regard a world for a decade. Information and prophecy gained can be misunderstood, and is not necessarily foolproof (the future is not set), or can be self-fulfilling (aka, you can’t escape fate). The specific information given is left to the discretion of the DM.

The casting of this spell requires it’s preparation and casting every day for a month. The casting itself requires a quiet place of study where the caster may examine the signs for the required two hours, the divination objects themselves (which cost 500, 5,000, and 50,000gp at the respective levels), and a successful knowledge arcana, nature or religion check at the end of the casting (DC 15, 25, and 35, respectively). This check is made in secret by the dungeon master. Failure represents a confused or unclear interpretation of events.


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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.


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Spell: Holy Transfixion

Holy Transfixion
Evocation (Good)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell summons holy (positive) energy to form an enclosure that holds undead, creatures from the negative energy plane and creatures from the plane of shadow and makes them more vulnerable to other holy energies. The subject becomes paralyzed and freezes in place. It is aware and unhurt but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect, breaking out of the prison. (This is a full-round action that does not provoke attacks of opportunity.)
Creatures from the negative energy plane receive a -4 on their saving throws against the hold effect, while creatures from the plane of shadow (or any other creature with the minor negative energy trait) receive a +4.
Creatures so held receive a -2 on any saves against spells with the holy, light or positive energy descriptor while held in the holy transfixion. In addition clerics and paladins receive a +2 on their turning checks against creatures held by this spell.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Holy Transfixion, Mass
Evocation (Good)
Level: Clr 7
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like holy transfixion, except as noted above.


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