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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
2 Virgil's Inculcation of
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'.
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.
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
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.
D1day/lvl RT Makes an
item appear magical to detection. If physically examined, save to recognise aura is false.
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
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
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
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.
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
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.