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View Full Version : D&D 3.x Other Spells for the Discerning Enchanter



Afgncaap5
2014-05-19, 07:37 PM
I was working on some low-level spells for a group of specialist Enchanters in my campaign world, and I wanted to bounce them off of the people here to see if people think that they're level appropriate. One or two feel like they're in a gray area for me (the cantrip, for instance, feels stronger than a level 0 spell should be, but weaker than a level 1 spell should be.) Most of the non-mechanical info is there in case of knowledge (arcana) checks being rolled against them. I also added some notes on what to do if I wind up playing it in Pathfinder instead of the expected 3.5. What do you think?

Haselar's Placebo
School enchantment (compulsion) [mind-affecting]; Level Bard 0, Sorcerer/Wizard 0, Witch 0
Casting Time 1 standard action
Components V, S, M/F (see text)
Range touch
Targets one willing living creature, plus one per three levels to a maximum of five
Duration 1 hour per level (D)
Saving Throw Will negates (harmless); Spell Resistance no
The caster uses magically-enhanced suggestions to make a target believe, on some level, that a material component or focus item will grant resistence to some physical or mental malady. The target gains a +1 morale bonus to an expected Fortitude or Will save in the near future, such as to an impending effect from poison or disease. The material component (such as a cup of warm milk or harmless pinch of flour) or focus item (such as a holy symbol placed on the target's head or a packet filled with mustard seeds worn around the neck) is not actually magical; however, the spell allows the target to believe the dubious claim enough to grant the boost to morale. The morale bonus increases to +2 at level 5 and +3 at level 10.
Any other morale, alchemical or circumtance bonus does not stack with this spell. (For instance, a +1 morale bonus granted by this spell would be completely nullified by a paladin's Aura of Courage against a fear effect. However, a +3 morale bonus granted by this spell at level 10 would override a +2 circumstance bonus against poison granted by a Heal check assisted by a medical kit (or looked at another way, the user of this kit would gain a +3 bonus instead of the usual +2 bonus when making a Heal check in the place of the patient's Fortitude save against the poison effect.) Any Fortitude or Will save encountered before the duration of Haselar's Placebo ends will end the spell prematurely even if the benefit from the Placebo spell isn't used.


Devil's Advocate
School Enchantment (Charm) [mind-affecting] [language dependant]; Level Bard 1, Sorcerer/Wizard 1, Witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with an attitude of indifferent or greater toward the caster
Duration 1 hour/level
Saving Throw no; Spell Resistance yes
The favorite spell of many an evil advisor who wants to steer a king in a certain direction, this spell makes the words of everyone but the caster seem flawed, illogical, or untrue. While the actual opinion about others might not change, it becomes harder for others to convince the spell's target of anything (and easier for the target to lose standing.) In order to improve the attitude of a target of this spell through a Diplomacy check, the check results needed are as if the target was one category more hostile toward the speaker (unless the speaker is the caster of the spell.) For example, the DC to improve the attitude of an Unfriendly NPC would be increased as if the target was Hostile. An NPC who begins as hostile has the DC to influence its attitude increased by 5.
(When using Pathfinder rules, Diplomacy DC modifiers for making a Request of a person increase by 5.)
The verbal component of the spell consists not of magical words and phrases, but instead is comprised of comforting statements, reassurances, and reminders of all the ways that the caster supports the target of the spell. The spell automatically fails if cast at a target with an attitude of unfriendly or hostile.
As a final benefit of the spell, the caster gains a +2 enhancement bonus on Diplomacy checks made to influence an NPC.
(If you play with the houserule that social skills can affect PCs as well as NPCs, this spell will provide the same bonuses against PCs.)


Lizard Lackey
School Enchantment (Charm) [mind affecting]; Level Sorcerer/Wizard 2
Casting Time 1 full round
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Area Multiple targets, no two of whom can be more than thirty feet apart
Targets Humanoids with the lizard subtype, up to one HD per class level
Duration Instantaneous
Saving Throw yes; Spell Resistance yes
This spell improves the attitude of one or more humanoids with the lizard subtype to helpful. The targets become loyal and willing to help the caster, even to the point of taking great risks. The spell grants no direct control over the target, and the target will likely disobey an obviously suicidal command, though a target may be willing to take incredible risks such as fighting an obviously superior foe while the caster escapes.
The target remains loyal and helpful to the caster as long as its attitude remains helpful or friendly. Poor treatment by the caster may cause the target's attitude to drop as it would any other NPC.
There are rumors that this spell occasionally works on goblinoids. While the relative scarcity of goblinoids has prevented Thandal Henge from testing regularly, field studies have indicated that this is not the case. It may simply be an equivalent spell discovered by other enchanters. Similarly, rumors of variations on this spell that effect humans, elves and orcs exist, but may simply be urban legends intended to frighten. However, research into spells of that type has often quickly, and mysteriously, been stopped.
Finally, researchers have not yet determined how villainous casters of this spell seem to get away with browbeating, insulting, and sometimes physically attacking targets of this spell without the attitudes dropping again. It could be a stronger variation of the spell, or it might be the result of multiple castings. The bizarre possibility remains that these villainous spell casters might simply be very diplomatic, or capable of bribing or threatening minions without the use of magic. Stranger things have happened, after all.


Fairy Field
School Enchantment (Charm)[mind affecting] [language dependant]; Level bard 2; sorcerer/wizard 3
Casting Time 1 minute
Components V, S
Range personal
Effect gain a miss chance equal to ten times the caster's Charisma modifier
Duration 10 min./level
Saving Throw yes; Spell Resistance yes
Calling upon the powers of the fair folk, this spell causes adversaries to see the caster as a dear friend, surprisingly beautiful figure, pitiable entity or other sort of person who should not be attacked even though they may know better. People attacking the caster of this spell who fail a saving throw have a chance of missing the caster equal to ten times the caster's Charisma modifier (to a maximum of 50% with a Charisma of 20.) Those who fail the saving throw suffer the miss chance for the duration of the spell, while those who succeed can shake off the charming effect and don't need to roll again on subsequent rounds.
The spell is only effective against creatures of the caster's type or who resemble creatures of the caster's type (a doppleganger could gain this benefit against a human, for instance). It is similarly only effective if the attackers are capable of seeing or hearing the caster (though in the latter case, the caster will need to speak every round for the enchantment to remain effective.)