Maria's formularer
Indholdsfortegnelse
Cantrips
- Hairdresser (Color, length etc)
- Arrousal
- Sterility
- Sobriety
- Invisible scribe
- Heat water
- Charm spiders
- Light fire
1st level
Charm Singleton
- Enchantment/Charm)
- Range: 120 yds.
- Components: V, S
- Duration: 1 Hour
- Casting Time: 1
- Area of Effect: 1 person
- Saving Throw: Neg. (Mind affection)
This spell affects a single person. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.
The spell is cast on a person selected by the caster; If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell.
If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.
Int. Save modyfier
<=3 -12
4-6 -11
7-9 -10
10-12 -9
13-14 -8
15-16 -7
17 -6
18 -5
19+ -4
3rd level
Charm Group
- Enchantment/Charm)
- Range: 120 yds.
- Components: V, S
- Duration: Special
- Casting Time: 3
- Area of Effect: Up to 4 persons
- Saving Throw: Neg.
This spell a group of persons it is cast upon. The term person includes any bipedal human, demihuman or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.
The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a -3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell.
If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.
Intelligence Score Time Between Checks
3 or less 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day
Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.
Luck
- Enchantment/Charm
- Range: Touch.
- Components: V, S, M
- Duration: 2 Hours
- Casting Time: 1 round
- Area of Effect: 1 person
- Saving Throw: None
This spell makes the recipient lucky for the duration of the spell.
The spells +1 (or +5%) bonus applies whenever dice are rolled to see if the character (not the character’s equipment) avoids an adverse happening. The bonus applies to saving throws, ability checks used as saving throws, system shock rolls, resurrection survival rolls, and any other event in which chance, not skill, is the determining factor. The bonus does not apply to spell failure, magical item creation, learning spells, or to most proficiency checks.
The character’s good luck applies to rolls for party treasure distribution and to proficiency checks involving luck or dodging, such as gaming and tumbling.
The material component is a four clover, a pretty stone or a rabits foot .
The spell may be used to create at luckstone (stone of good luck).
To do this a stone must be be polished and treated costing no less than 1.000 gp. The the spell Enchant an item must then be used.
Permanency is only required if the stone is to be permanent otherwise the stone created has one charge and a duration of 24 hours when used.
A luck stone (normal or permanent) may be used with the spell identify.
6th level
Bound Loyalty
- Enchantment/Charm)
- Range: 10 yds.
- Components: V, S
- Duration: Permanent
- Casting Time: 6
- Area of Effect: 1 Person
- Saving Throw: Neg. (mind affecting)
This spell binds the loyalty of the target to the caster.
If the target swears loyalty verbaly to the caster, just prior to the casting, the target recieves no saving throw against the effect - regardless of the targets honesty regarding the oath.
The spell is permanent unless the caster does something to the direct detriment or betrayl of the recipient. Please note that values and beliefs prior to the casting of the spell are not relavant, and that the casters action must be directly against the recipient.