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Stupefy

Effect

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Stupefy

School:Enchantment (Compulsion) [Mind-Affecting]

Level:0, 1, 3, 4, 7, 8, 9

Components: V, S

Casting Time: 1 Standard Action

Range: Close

Target:One humanoid, 4HD or less.

Duration: 1 round

Saving Throw: Will Negates

Spell Resistance: Yes

Cast using a 0 level spell slot. Target creature gains the Dazed effect for the spells duration.

Enhance:For each higher level spell slot, target creature can have 1 additional HD maximum. If cast using a 2nd level spell slot or higher, the spell effects all creatures regardless if they are humanoid or not.


Hypnosis

Casting Time: 1 Round

Targets: Up to 8 HD of creatures.

Duration: 2d4 rounds (D)

Cast using a 1st level spell slot. All affected creatures are Fascinated by your action. Roll 2d4 to determin how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with higher HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If this spell is used in combat, each target gains a +2 bonus on their save. If the spell affects only a single creature not in combat at the time, the save has a penalty of -2.
While the subject is fascinated by this spell, it acts as if they were friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
Creatures that fail their saving throw do not remember that you enchanted it.

Augment: For each augmentation, add 1d4 to the duration of the spell.

Enhance:For each higher level, roll an additional 1d4 to see how many total HD of creatures you affect.


Hypnotic Gaze

Components: S

Target: One living creature/level.

Duration: 1 round/level

Cast using a 3rd level spell slot. Directing your gaze towards the target creature, they stop and stare blankly at you. That creature is now fascinated.

Creatures affected by this spell also take disadvantage on Sense Motive checks, and you gain advantage with diplomacy checks while the creature is fascinated.

Augment: Augmenting this spell increases the range from Close to Medium distance.


Delirium

Components: V, S, F/DF

Range: Medium

Area: 15ft Radius Burst

Duration: 1 round/level

Cast using a 4th level spell slot. All targets within the radius of the spel become confused, making them unable to independently determine what they will do.

Roll on the following table at the begining of each subject's turn, before any other action on their team, to see what the subject does in that round.
1d100 Behavior
1-10[tootip: If subject of spell is unable to attack, they instead move towards the caster as far as they can without granting AOO, or until they can attack]Attack caster of spell using range/melee weapon.[/tooltip]
11-20Act normally
21-50Do nothing but babble incoherently.
51-70Flee from caster at top possible speed.
71-100Attack nearest creature.
Confused creatures that can't carry out the indicated action do nothing but babble incoherently. Attackers do not gain special advantages when attacking confused characters. If attacked, a confused character will automatically attack its attackers on its next turn so long as they remain confused when its turn comes. Confused characters will not make AoO against creatures it has not already devoted to attacking. This means that you can provoke an AoO on a confused opponent in order to get an attack in without them attacking you.

Enhance:When cast at 7th level, this spell only targets one creature, and they are permanently confused. Can be healed with Restoration, Heal, or any one time only "wish" spell.

Special:Bards are able to cast this spell as a 3rd level spell, instead of a 4th.

Manic Symbol

Components: V, S, M

Casting Time: 10 Minutes

Range: Touch

Area: 60ft

Duration: See Text

Cast using an 8th level spell slot. This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, the Manic Symbol creates a 60ft circular burst with LOS to all creatures within that burst radius. All creatures within the burst are treated as if under the effect of Delerium as if cast using a 7th level spell slot. Once activated, the symbol glows, and lasts for 10 minutes/CL, affecting all creatures that enter the area. When the duration expires, the symbol no longer subjects people to delerium effects.

Until the symbol is triggered, the symbol is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol inaffective, unless a creature removes the covering, in which case the symbol works normally.
By default, the Symbol is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the symbol can't trigger it. Once the spell is cast, a symbol's triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a symbol to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a symbol, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the symbol, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a symbol cannot trigger it and is umme to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 5000gp.

Enhance:When cast as a 9th level spell, Double the range.


Brainwashing

Components: V, S, M, Quest

Casting Time: 1 Hour

Area: One living creature

Duration: Permanent

Cast using a 9th level spell slot. You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject's thoughts and memories, allowing you to implement as many of the following specific effects as you like.

Memory erasure: All memories are subject to be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subjects mind.
Memory Implant:You can implant memories of being friends with a hated enemy, events that didn't really take place, or betrayals by people the subject regards as friends.
Persona Rebuilding:You erase the subjects previous personality and implant a false set of memories. You can build a new persona for the creature, altering its beliefs, values, personality traits, or even goals and fears.
Programmed Trigger:You can program the subject to delay the onset of any of the effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.
Retraining: You may trade out one level of the subjects class levels for a different class level.
The nature of brainwashing is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is.
Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Brainwashing cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. In the event you do not specify remedying the spell, Its effect can be removed by a greater restoration, miracle, or wish spell.
Material Component: A set of small crystal lenses set in gold loops worth 500 gp.
Rights of the Forgotten

Materials:A set of small crystal lenses set in gold loops worth 500 gp. Sacrificial Subject.

Spell Requirements:Stupefy (Delirium Enthrall (4th level enhancement)x10.

Base Casting Time:12 Hours

<Details. What the ritual does, and if it has any differences compared to the normal spell. Possibly a link to a history behind the spell.>

The Rights of the Forgotten is a ritual about tapping into the endless depths of madness, touching upon The Farlands and their despicable effects on the human mind and body. This instance is only brief, and the ritual is an attempt to open ones mind to the far lands in order to alter the memories of the subject as needed.
To get started, a sacrificial study subject must be detained throughout the ritual. They will be in great pain throughout. In fact, the sacrificial subject will lose 1hp per hour of the ritual, but will instantly die if brought to 0 HP, failing the spell.
The subject must be free from mental illness, or any other enchantment effects in order for the spell to proceed, as the first part of the ritual is casting a permanent Delirium on the subject, and over the course of many hours, pelting them with Enthrall until the spell is over, until the final hour, where the subject is finally sacrificed, and the ritual comes to completion. The sacrificial subject may still be used as normal for sacrifice rules, but they cannot be allowed to leave a restrained area no larger than 10x10ft. Doing so will automatically fail the ritual.
Upon the sacrifice dying, the magicraft check is made, and the effects are applied.

Additional Component: Any healing component used to heal the sacrificial subject will add +1 to the magicraft base DC. An additional +1 for every Conjuration (healing) spell level beyond 1st level that is used around or for the ritual.

Magicraft Base DC=35

Success:All participants in the ritual now have a dead body before them, and have unlocked the brianwashing portion of the spell. Unlike other spells, this spell does not take up an extra page in a spellbook, and only takes up 8 pages as normal.

Failure:All participants in the ritual lose one weeks worth of memories, and are permanently under the effects of Delirium. If the sacrificial subject has died by the ritual damage, or is still alive by the end, they become an aberration with HD equal to that of the conductor.



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