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    The Demented One's Avatar

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    Default Beguiling 101 [Spells]

    Dragon’s Mien
    Enchantment [Fear, Mind-Affecting]
    Level: Bard 2, Beguiler 2, Sorcerer/Wizard 2
    Components: V, S, M
    Casting Time: One standard action
    Range: Personal
    Target: You
    Duration: One hour/level

    You evoke the awesome presence of a dragon, radiating an intimidating aura. You gain a bonus to AC equal to your Charisma modifier, maximum +5. Creatures who are immune to mind-affecting or fear effects ignore this bonus when they attack you, as do creatures who are incapable of seeing you. In addition, you gain an enhancement bonus on Intimidate checks equal to your caster level. If you have at least 6 ranks in Intimidate, then you may make an Intimidate check to demoralize a foe as a swift action.

    Enthralling Deception
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Cleric 5, Bard 4, Beguiler 5, Sorcerer/Wizard 5
    Components: V, S
    Casting Time: One immediate action
    Range: Personal
    Target: You
    Duration: See text
    Saving Throw: None
    Spell Resistance: No

    A bizarre spell, enthralling deception is a compulsion cast one one’s own self. It allows the caster to negate–or at least, alter–any magical compulsions they are subjected to by creating a secondary compulsion. Whenever you are subject to a compulsion effect, you may cast enthralling deception. If you do, you may alter any commands you are given by the spell’s caster. You cannot simply ignore or remove parts of the command, nor may you create an entirely new compulsion, but you could add additional requirements or parameters to your orders, at the DM’s discretion (usually ones that are so implausible as to make the compulsion impractical). For example, if you were subject to a dominate person spell and forced to attack your allies, you could cast this spell on yourself in order to add the additional compulsion that all attacks be made with your bare fists, rendering the compulsion useless. This spell’s duration becomes equal to that of the compulsion you cast it in response to. If the spell is one that allows you to be issued multiple orders, then this spell’s effect applies separately to each order–you do not have to recast it for each one.

    Inquisitor’s Iron Gaze
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 4, Beguiler 5, Cleric 5, Sorcerer/Wizard 5
    Components: V, S
    Casting Time: 10 minutes
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: One round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    No mortal can resist the divine authority of an inquisitor-priest, or the enthralling influence of a master enchanter. When you cast this spell on a subject, they become bound to your will, forced to truthfully answer up to one question/level. The subject must answer your questions, and must answer what it honestly believes to be true. It cannot outright deceive you, nor may it lie by omission to a properly-worded question, but it may omit any details not explicitly asked of it, and it can be vague to some degree, at the DM’s discretion. While this spell does compel its subject to answer any questions asked of it, the subject may still act freely, and could attempt to prevent itself from hearing any questions. Thus, it is advisable to physically or magically restrain unwilling subjects before casting inquisitor’s iron gaze on them.

    Loyalty-Sealing Charm
    Enchantment (Charm) [Mind-Affecting]
    Level: Bard 3, Beguiler 4, Sorcerer/Wizard 4
    Components: V
    Casting Time: One standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One friendly creature
    Duration: See text
    Saving Throw: Will negates
    Spell Resistance: Yes

    You charm one of your friends, winning their loyalty and service. In order to enchant a creature with a loyalty-sealing charm, they must have a friendly attitude towards you. You can still enchant creatures who are only friendly because of a charm person spell or similar effect, but if you do, the duration of this spell automatically ends if that effect ends. A creature enchanted by a loyalty-sealing charm will serve you loyally and even follow you into combat if you order it so. It will never betray you unless magically compelled to do so. The duration of this spell depends on the level (or effective character level) of the target. If their level is less than or equal to one-quarter of your own, rounded down, this spell has a duration of one week/level. If their level is any greater, this spell has a duration of one day/level. Loyalty-sealing charm can never affect a creature whose level is greater than your own minus two. The maximum HD of characters you may have charmed with this spell is equal to four times your caster level.

    Pact of Dark Sorcery
    Enchantment (Compulsion) [Evil, Mind-Affecting]
    Level: Beguiler 8, Cleric 8, Sorcerer/Wizard 8
    Components: V, S, M or XP (see text)
    Casting Time: 10 minutes
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One evil outsider (see text)
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This nefarious spell facilitates a pact between its caster and fiend. It creates a mystic channel between mage and fiend, allowing the caster to draw forth power from the demon in exchange for a bound soul or part of his own life’s essence. Any evil outsider can be bargained with using this spell, although fiends of higher HD may be required for some effects. The fiend must either be a willing subject, or the subject of a calling effect such as planar binding. Once you have cast this spell, you may make one of the following bargains with the fiend:
    • Pact of Occult Puissance: You draw magical power from the fiend, allowing you access to new and dangerous magics. You may choose any spell of a level that you can cast, and add it to your spells known (casters who prepare this spells cannot choose this option). If the spell is on your class list, you add it at the level it appears on your class list. If not, you add it at the lowest level it appears on any base class’s level (excepting NPC classes), or at the lowest level it appears, if it is not on any base class’s spell list. The spell forevermore gains the evil descriptor whenever you cast it. You may learn more than one spell, up to a maximum of your spellcasting ability score modifier. To invoke this bargain, you must offer the demon a payment of either 1000 XP times the spell’s level for each spell you learn, or a gem (or gems) containing trapped souls with a total HD equal to 25 times the total level of spells you learned. The fiend cannot be used to gain any spell whose level is greater than half its HD, rounded up.

    • Pact of Tainted Blood: You corrupt yourself or a willing ally with the fiend’s blood, gaining the Half-Fiend template, but do not gain any level adjustment. To invoke this bargain, you must expend a princely sum of 25,000 XP, or or a gem (or gems) containing trapped souls with a total HD of 625.

    • Pact of Unhallowed Artifice: The shape the fiend’s essence into a potent magical item. You may create any magical item whose caster level is less than or equal to your own, which appears instantly in your hands. The magical item radiates an aura of strong evil. To invoke this bargain, you must offer the demon a payment of either an amount of XP equal to 1/25th of the item’s market price, or a gem (or gems) containing trapped souls with a total HD equal to 1/1000th of the item’s market price. The fiend cannot be used to create an item whose caster level exceeds its HD.

    Rary’s Unbreakable Cipher
    Abjuration
    Level: Bard 2, Beguiler 2, Sorcerer/Wizard 2
    Components: V, S, F
    Casting Time: 10 minutes
    Range: Touch
    Target: One page/level touched
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    Created as a perfect ward against spies, Rary’s unbreakable cipher wards a text from being read by anyone save its intended recipient. The spell can ward up to one page of one hundred words or less per level. You can always read text hidden by your own unbreakable cipher spell, and you may also designate others who can read it. You may choose to either designate up to one individual per level who can read the text, or choose to have the text be readable only by members of a certain race or alignment. Anyone else who reads the text can still see and read the words–they are not hidden or concealed–but the abjuration prevents them from comprehending what is written, or having any memory of what they read.

    If the cipher is keyed to a certain race, transmutation spells such as alter self or polymorph do not fool it, unless the spell had a higher caster level. A Use Magic Device check cannot be made to fool an unbreakable cipher by emulating an alignment. A character under the effects of both comprehend languages and true seeing can read text ciphered but this spell, but neither spell alone is enough to overcome it. If a spell that depends on being read, such as explosive runes or sepia snake sigil, has its text warded by an unbreakable cipher, then a character who attempts to read it but is prevented does not trigger the spell. An erase spell cast on a page warded by unbreakable cipher can be used in one of two ways: it can dispel the cipher, or it can erase the text without affecting the spell. If the latter option is used, a new message can be written on the ciphered paper, gaining the benefits of the spell. However, the parameters of the unbreakable cipher cannot be changed.

    Focus
    A jade seal of the caster’s arcane mark, worth 50 gp, which must be used to stamp each page.

    Shun the Smiling Lady
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 2, Beguiler 3, Sorcerer/Wizard 3
    Components: V, S
    Casting Time: One standard action
    Range: Close (25 ft. + 5 ft./2 levels) (See text)
    Target: One creature
    Duration: One day/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Few spells are more feared than shun the smiling lady, and mages who can cast it hold a threat greater than that posed by any army. This spell plants a compulsion in the mind of its subject if they fail their Will save. The compulsion lies dormant in their mind, having no effect–but the moment the speak to another character, the compulsion extends a psychic tendril, infiltrating that person’s mind. No save is allowed against this. Those so affected become incapable of loving the target. Their attitude does not change–friendly creatures do not become hostile–but they become incapable of any romantic feelings towards the target. Creatures immune to mind-affecting ability, or who have a level greater than this spell’s caster level, are unaffected by the compulsion. In addition, this spell creates a bond between you and the subject. If you cast this spell a second time during its duration, then you may do so at any range, as long as you and the subject are one the same plane. The subject is allowed a save against subsequent castings, but takes a -1 penalty for each time it has been affected by a shun the smiling lady spell (once it successfully saves, the cumulative penalty goes away). In this way, a mage can keep a victim under the effect of this spell for years.

    Unforgettable Performance
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 0
    Components: V
    Casting Time: One standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This cantrip was devised by story-tellers and keepers of legends to ensure their tales would not be forgotten. After casting this spell, you must speak a story, poem, or similar oral message to all targets. The story (or similar) may last up to one minute/level. All targets of this spell have supernatural recollection of the story, able to remember it word-for-word. This spell can ensure that a tribe’s oral history is passed down perfectly from one generation, to instill a lesson in a student’s mind, or to help a friend memorize a speech or poem.

    Words Forgotten
    Enchantment (Compulsion) [Mind-Affecting]
    Level: Bard 1, Beguiler 1, Sorcerer/Wizard 1
    Components: V, S
    Casting Time: One immediate action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    With a deft enchantment, you pluck your misspoken words from your audience’s mind, smoothing over the memory of your own faux pas. Whenever you fail a Bluff, Diplomacy, or Intimidate check to influence a character, you may cast this spell to erase their memory of your attempt. If they fail the Will save, then they lose all memory of what you said during the attempt, their attitude does not change, and you may retry the check.
    Last edited by The Demented One; 2009-02-11 at 09:56 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Bugbear in the Playground
     
    thegurullamen's Avatar

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    Default Re: Beguiling 101 [Spells]

    I like the Pact of Dark Sorcery. It's about time I got something that allows me to use all of those preserved souls I have. From the special weapon material that lets me collect the souls of those I've slain to all of the soul-sucking spells and magical effects--really, I've got a cellar full of the ethereal things. And now I can trade them for boons! Sweet.
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    The Demented One's Avatar

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    Default Re: Beguiling 101 [Spells]

    Quote Originally Posted by thegurullamen View Post
    I like the Pact of Dark Sorcery. It's about time I got something that allows me to use all of those preserved souls I have. From the special weapon material that lets me collect the souls of those I've slain to all of the soul-sucking spells and magical effects--really, I've got a cellar full of the ethereal things. And now I can trade them for boons! Sweet.
    Yeah, the fact that it lets you get a nice little kickback for those very expensive components is part of why I made it.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  4. - Top - End - #4
    Troll in the Playground
     
    RedWizardGuy

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    Default Re: Beguiling 101 [Spells]

    Minor issue: Beguiler's shouldn't get new spells. It's codex creep, which is one of the issues with wizards, but is multiplied by a billion for beguilers, who can spontaneously cast any spell on their list.

    Other than that, though, these look fun. Dragon's mien seems like it adds too much of a bonus to intimidate.
    Enthralling deception is hilarious. That's a great idea, and really amusing.
    Inquisitor's Iron Gaze doesn't seem Beguiler'ish, but it is social, so sorta related.
    Loyalty sealing charm is only really useful when you get have party members with LA, or on people who aren't your party members
    Unhallowed artifice pact is cheaper item creation, which isn't great, but is reasonable. Maybe increase the XP cost?
    Tainted blood is good, but probably not worth the level loss.
    Unbreakable cipher has a typo, "ciphered but this spell". Seems more potent than Secret page in some ways.
    Shun the Smiling Lady is MEAN.
    Unforgettable Performance is cool, and has a few other neat uses, I bet.
    Words forgotten definitely looks useful for a bard or beguiler. Sort of an AOE modify memory, but very limited.

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