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Sorcerer and Warlock Spells: Mesmerism

Mesmerism is the control of minds and imaginary forces. It incorporates hypnotism, misdirection, illusion and mental domination.
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Mesmerism Level 1
D4d4T R240 Magical sleep on maximum 2d8 HD of creatures capable of sleep (ignore HD bonuses for this, less than 1 = 1). Heavy touch but not sound awakens.

Mesmerism Level 2

Mesmerism Level 3

Mesmerism Level 4 Otiluke's Sensory Shroud R30 Victim


becomes magically blind and deaf (save for both to negate). Permanent until magically dispelled or caster dismisses.

Mesmerism Level 5 Phantasmal Portal


D1R/lvl R10 Makes illususory door, caster may appear to enter and becomes invisible for duration. Pursuers entering door believe it goes into an empty 10x10' room.

1 The Charm of Repose

Disintegration of Dweomer of Bestial Memory R30 Removes Holding D2R/lvl R80


memory of up to 4 victims, time span is previous d4+1 rounds. Save negates; -1 to save if 2 victims, -2 if 1 victim. Only Heal or Restore rituals can dispel it. Paralyses normal and giant animals, total 400lbs per lvl. 4 or more victims can save to negate. 3 save at -1, 2 save at -2, single target saves -3.

2 Virgil's Inculcation of

Trust R120 - Makes


humanoid target magically friendly. Undead and larger than ogres immune. Requires decent communication. INT 3-8 saves/month to negates; 912/week; 13-18/day.

Pattern of the Imminent Sublime


Magical pattern in air fascinates and dazes creatures in 15' radius of caster while concentrating. Total 24HD affected.

Phandaal's Corporeal Suspension R10/lvl


Paralyses total HD of creatures double caster's level, in 20' cube. Save negates. Caster can dismiss, or dispelling of magic or illusions negates.

Kazamir's Lesser Phantasmal Projection Confusion D12R R120 D6T R240 Creates quasi
3d6 targets becomes confused. Each round each will roll d10: 1-4 attack caster group, 5-6 babble incoherently, 7-10 attack own group. Inability to attack results in babbling. AoE 30' square. real illusion of caster. Intangible. Mimic's caster's moves, sounds and effects. Disappears if touched, but missiles and spells pass through without dispelling it.

3 Calagarde's

Appersonation
D2d6R+2R/lvl Changes caster appearance to other humanoid, limit height adjustment within 1'.

Kazamir's Fearful Dweomer R10 D3d4R -

The Globe of Virgil's Hallucinatory Divinatory Deflection Terrain R240 Makes


terrain look like another, illusion. If intelligent being contacts illusion, it ends. AoE is 1' square per caster lvl.

Charm of Mental Enfeeblement R240


Target saves at -4 or becomes mental invalid; no understanding, communication. Can be dispelled.

Makes victims of less than 6HD D1T/lvl Caster and 5' radius fearful wrecks, making all rolls cannot be detected by magic. at -1.

4 Lavayn's Hypnotic

Incantation D1R+1R/lvl
R30 Hypnotic fascination of d6 creatures, become vulnerable to brief nonobviously harmful suggestion. If suggestion is simple or brief, spell ends when completed. Save negates.

The Marvellous Magic Phantasm of the Mouth Chosen object or Laughing Gnome
non-intelligent creature gains illusionary mouth that appears and speaks message of max 25 words, when specific sensory trigger occurs. Trigger range is 5' per caster lvl. Spell ends upon message delivery. D1hr/lvl R60 Victim followed by unescapable illusionary gnome, visible to all or just to victim, as caster desires. Caster chooses gnome personality: Jovial uplifting, boisterous drunk, or sneering degrading.

Implantation of Kazamir's Greater Emotion R10/lvl Target Confusion D12R R160 saves or gains emotion chosen by caster: Fear (Panic flee for rnds=caster lvl, save or drop held items), Rage (+1 hit +3 dmg +5hp, fight to death), Hate (saves, hit, dmg, morale +2), Despair (3D4 turns of hopeless inactivity /surrender). 3d6 targets becomes confused. Each round each will roll d10: 1-3 attack caster group, 4-6 babble incoherently, 7-10 attack own group. Inability to attack results in babbling. AoE 40; square.

5 The Spell of

Resplendent Allure
D1R/lvl Caster gains 2d4 CHA and general good will from intelligent creatures, diameter 20'+20'/lvl. Save negates and gains dislike and annoyance by victims.

Phandaal's Mantle of Misdirection D1R/lvl


R30 Target object or creature shows wrong information against divination magic. Diviner may save to avoid for each attempt.

Sign of Magickal Virgil's Monstrous Liberation (aka Dispel Charm R120 - Makes target magically friendly. Magic) R120 Spell
effects in 20' cube negated. If dispeller lvl is < magic's causer, 5% chance per lvl difference of failure.

Dweomer of Major Holding D6T+lvl R120 Freezes 1d4 non-undead in place. Victims aware and breathing, but cannot move or speak. Save negates; if directed at individual, save at -2.

Undead immune. Requires decent communication. INT 3-8 saves/month to negates; 912/week; 13-18/day. Affects 1 4HD+ or 3d6 1-3HD.

6 Argent's Fulgent

Lesser Mantle of Coruscations R10/lvl Stealth RT Target


Vivid colours from hands, affecting d6 creatures. Cone 20' long, 5' at hands and 20' at end. 6HD or HD higher than caster lvl may save to avoid. If HD =< caster, unconcious for 2d4R; HD 1-2 higher than caster, blinded for d4R; HD 3+ more than caster, stunned 1R. becomes invisible. Light unaffected, although source is. Dropped items visible, picked up and tucked away become invisible. Carried items extending more than 10' are visible. Spell ends if recipient attacks directly or targets an enemy with magic with.

Greater Mantle of Stealth RT Target and


creatures in 10' radius become invisible. Light unaffected, although source is. Dropped items visible, picked up and tucked away become invisible. Carried items more than 10' are visible. Spell ends if recipient attacks directly or targets an enemy with magic with.

Conjuration of Eerie Summoning of Fog D10r+d4/lvl AoE 30' Shadows D1R+1/lvl R10
radius per level, 10' high +1' per level. Thick fog of muting, cold unease. 75% chance of losing direction. Fog conceals fully beyond 20'. Morale is -1. Dangerous or frightening event in fog subjects victims of less than 6HD to fear for 3d4 rounds, making all rolls at -1. Summons 1 Shadow per 3 levels, fighting to death for duration. Mv 90/30 AC 13 HD 2+2 (avr 13 hp) dmg d4 + drain 1 STR. Half dmg from nonmagic weapons, immune to mind magic. Silent, surprise 5/6. Victims reaching STR 0 become Shadows.

7 Otiluke's Magical Mask The Manifold Effigies

D1day/lvl RT Makes an
item appear magical to detection. If physically examined, save to recognise aura is false.

D6T Makes d4 illusionary


copies of caster, which disappear when attacked. Copies mimic caster, and are always attacked before caster.

Argent's Cone of Virgil's Bestial Charm Telecanter's Dread Cone of terror from D3R/lvl R120 Holds normal Telekinesis D6R R120
and giant animals. Save caster, 60' long, 5' wide at origin, 30' at end. Victims save negates, but if 1-3 animals, have -1 to save. or run in panic for rounds = caster lvl. If running save again or drop held items. By concentration caster can move objects or creatures. Move 20 lbs per lvl, 20' a round. Creatures may save to ignore.

8 The Effervescent

Lights of Kwalish

Discernment of Dweomer of Minor Malevolence D6T R120 Holding D9T R180


Freezes 1d4 humanoids in place, undead and larger than ogres immune. Victims aware and breathing, but cannot move or speak. Save negates; if directed at individual, save at -2.

Conjuration of the Phantasmal Killer


D1R/lvl R5/lvl Phantasmal creature that scares victim appears. Only subject and caster see it. It attacks as 4HD, if it hits, victim saves or dies from fear.

Shadow Evocation
R50+10/lvl Casts a quasi-real fireball (AoE 20 radius, d6 dmg/lvl, save halves), lightning bolt (5' wide, dmg dg/lvl in path, save halves), cone of cold (from hands, d4+1 cold dmg/lvl) or magic missile (2, can target apart, auto hit, d6+1 dmg each). Victims save for max 1 hp dmg per caster level, failure means full dmg.

D2R/lvl R40+10/lvl Makes up Senses bad intent toward to 4 lights like lanterns, torches caster from creatures or or will-0-wisps, or 1 faint enchantments. humanoid shape. Lights stay in 10' radius but can move as caster wishes, no concentration required.

9 Kazamir's Auditory

Lesser Conjuration of Illusion D2R/lvl R60+10/lvl Phantasmal Force


Illusion of sound which can move, up to loudness equivalent of four humans +3/lvl. Can be programmed and altered during duration. If R240 Concentrate to create persistant active visual illusion in 20' cube. Viewers save to see through illusion. Passive illusion will dispel if touched.

The Charm of the Silver Tongue


D6T+6T/lvl R30 With a sentence or two, reasonably influence target creature. Obvious harm negates. If activity is shorter than duration,

Mesmeric Flame Charm D2R/lvl R10

Enchants flame to form 10' radius circle of dancing flame pseudo-real monsters in 20' that charms. Onlookers save or area. Creatures HD total = mesmerised. If sight blocked, caster lvl max. All must be effect lost. In this state if Charm

Greater Conjuration of Phantasmal Monsters D1R/lvl R30 Creates

victims doubt the sound, can save to realise illusion.

Active may attack, AC 11; vanish if struck, if victim loses hp, falls unconscious only.

spell ends upon completion. Save negates; very gently suggestion saves at -2.

of the Silver Tongue is cast, -3 to that save.

same type, with 3hp per HD. Victims can save to realise partial real nature; if fail, monsters attack as per normal type; if succeed, have AC 13 and dmg 1d4.

10 Entrancing Song of

the World D1T/lvl R30


Makes the sound of nearby wind/ moving water /fire hypnotic (choose one source). Choose one effect when casting: Listeners save or are drowsy, or sleep well and heal d4 hp after full night.

Kazamir's Thoughtful Greater Conjuration of Lesser Conjuration of Perception D12T R60 Phantasmal Force Phantasmal Monsters Choose direction and focus for R240 Concentrate to create D1R/lvl R30 Creates
1 turn (2 turns if multiple creatures there). After, can perceive and understand all thoughts there. Rock or lead 2'+ blocks. persistant active visual and audio illusion in 40'+10'/lvl cube. Viewers save to ignore. Passive illusion dispels if touched. Active may attack, AC 11; vanish if struck, if victim loses hp, = unconscious. Illusory speech not possible. Caster may walk half speed, spell ends 2 rnds after concentration stops. pseudo-real monsters in 20' area. Creatures HD total = caster lvl max. All must be same type, with 2hp per HD. Victims can save to realise partial real nature; if fail, monsters attack as per normal type; if succeed, have AC 11 and dmg 1d2.

Spell of Soul Transference R30


Caster places soul in large gem or crystal, leaves body lifeless. Can attempt to possess those who fail a Save in 120', swapping soul in jar. Can return to jar in duration. Spell ends when caster returns to body. Only one successful attempt per victim allowed. Minds are swapped, spells are unusable. Dispel Malevolence exorcises. If host body dies beyond spell range, caster dies. If caster body dies or gem breaks, stuck in host. If gem broken while soul inside, caster dies.

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