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Patronizing Spells, Part II

September 26th, 2013

Alex Riggs

Obscure Arcana Archive

            Last week, you got five spells, each of which was aligned to one of the new patrons from A Necromancer’s Grimoire: Otherworldly Patrons. This week, as promised, I have five more, which rounds out the set. Enjoy!

 

BABA YAGA’S THREEFOLD CURSE
School necromancy [curse]; Level cleric 5, sorcerer/wizard 6, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent; see text
Saving Throw Will negates; Spell Resistance yes

            You lay a powerful curse upon the target, which is effectively three curses in one. Choose three different effects that you could apply with bestow curse: the target is affected by all three of the chosen effects (you can choose a -6 penalty to more than one ability score, if desired, but otherwise multiple instances of the same effect do not stack).

            Additionally, when you cast Baba Yaga’s threefold curse, you may specify a specific action that the target can perform or an eventuality that can come to pass, at which point the curse will be lifted. If you do, and the action or eventuality is something that has a reasonable chance of occurring or which the target can cause to occur, then the target suffers a -4 penalty on his saving throw to resist the effect.

            Finally, the curse bestowed by this spell cannot be dispelled, nor can it be removed with remove curse, but it can be removed with break enchantment or more powerful magic.

 

BACH-FARAJH’S MENTAL RIDE
School necromancy; Level sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 hour/level or until you return to your body
Saving Throw Will negates; Spell Resistance yes

            You project your mind into the body of the target, leaving your body lifeless. You have no direct control over the target, but can use your position within the target’s mind in a number of ways. First, for the spell’s duration, you can read the target’s surface thoughts, as the spell detect thoughts. The target is not entitled to a second saving throw to resist this effect. You also see what the target sees, hear what the target hears, and so on. You can communicate telepathically with the target, and vice versa. If you choose not to communicate with the target, he must succeed on a DC 20 Perception check to notice your presence in his mind. The target can make this check once per hour. Finally, for the spell’s duration, you can spend a full-round action to attempt to mentally block the target from acting. Each round that you do so, the target must succeed on a Will save (DC equal to Bach-Farajh’s mental ride’s DC) or be staggered for 1 round. You can end the spell and return to your body at any time, regardless of distance, as long as the target is on the same plane as your body. While your mind is gone, your body is considered helpless. If your body is slain while you are gone, then at the end of the spell’s duration, or when you try to return to your body, you die.

 

JODAN’S INFECTIOUS LAUGHTER
School enchantment (compulsion) [mind-affecting]; Level bard 5, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, F (bells from three different jesters’ caps)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

            You fill the target with a strange, infectious delirium, which causes him to caper and laugh maniacally, and which spreads from him to others. The target is confused for the spell’s duration, except that any time that his confusion would cause him to babble incoherently, he laughs maniacally, instead. Additionally, for the spell’s duration, any time that the target touches another creature or hits another creature with an attack of any kind, that creature must succeed on a Will save or be affected by the spell as well, becoming confused and spreading the confusion in the same fashion. Any creature that successfully saves to resist the spell is immune to the spell’s effects for the spell’s entire duration, even if he is hit by an affected creature more than one time. At the end of the spell’s duration, all creatures affected by the spell cease to be confused.

 

KAILLAN’S FREEDOM OF THOUGHT
School abjuration; Level sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless) and Will negates, see text; Spell Resistance yes (harmless) and no, see text

            You bolster up your mind’s defenses, making it difficult for others to control your actions and punishing those who try. For the spell’s duration, you gain a +8 bonus on saving throws made to resist compulsion spells. Additionally, whenever you successfully resist a mind-affecting spell while under the effects of Kaillan’s freedom of thought, you may choose to send psychic feedback to the source of that spell. If you do, the creature that cast the spell must succeed on a Will save or be dazed for a number of rounds equal to 1/2 the level of the spell you resisted (rounded down, minimum 1). Spell resistance does not apply to this effect.

 

THYRVINISTAR’S GILDED RAIN
School transmutation; Level magus 3, sorcerer/wizard 3, witch 4
Casting Time 1 standard action
Components V, S, M (a small golden statuette worth at least 1,000 gp)
Range 40 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

            You transform the statuette used as a material component for the spell into the equivalent value of gold and silver pieces, and shoot the resulting coins through the spell’s area in an explosion of currency. At 5th level, the spell produces 500 gold coins and 5,000 silver coins, and inflicts 5d6 points of damage to each creature in the affected area. For each additional caster level you possess, the spell produces 100 fewer gold coins and 1,000 more silver coins, and deals 1d6 additional points of damage (to a maximum of 0 gold coins, 10,000 silver coins, and 10d6 points of damage). You may have the spell produce more gold coins and fewer silver coins, if desired, but doing so causes it to deal less damage. Regardless of the composition of the coins, a successful Reflex save halves the damage. Any coins created by the spell remain indefinitely, and are completely non-magical in nature. Attempting to cast this spell without the material component, even with an ability that would normally allow you to do so, causes the spell to fail, as the material component is the source of the coins that form the spell’s effects.