Knight Week continues here at Necromancers of the Northwest with this installment of spells, both obscure and arcane. I don’t know about you, but when I think of knightly spells, I expect to see a spread of new paladin spells, which is exactly what we’re doing today. But that’s not all; today’s spells also reward characters for being more knightly and less scholarly.
KNIGHT’S CHALLENGE
School enchantment (compulsion); Level cleric/oracle 3, inquisitor 2, magus 2, paladin 1
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target you and one creature
Duration 1 round/level
Saving Throw Will negates, see text; Spell Resistance yes
You shout a word of knightly challenge imbued with magic that forces the target to duel you. For the duration of the spell, neither you nor the target may cast spells or attack characters other than one another. Only the target of the spell receives a Will save to negate this effect, and you are affected regardless of whether or not the target succeeds on his save.
If your base attack bonus is +5 or higher, you may cast 1st level spells while affected by this spell; if your base attack bonus is +10 or higher, you may cast 2nd level spells while affected by this spell; if your base attack bonus is +15 or higher, you may cast 3rd level spells while affected by this spell; if your base attack bonus is +20 or higher, you may cast 4th level spells while affected by this spell. Unless the target succeeds on his Will save, he cannot cast spells of any level, regardless of his base attack bonus.
KNIGHT’S MARK
School transmutation; Level cleric/oracle 4, inquisitor 3, paladin 2, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M/DF (a piece of flag)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
You inscribe a glowing rune of power upon the target, imbuing him with the legendary prowess of the knight and granting him the power to stand up to the knight’s greatest foes. For the duration of the spell, the target gains immunity to fear effects and automatically suffers 1/2 damage from any damaging spell or ability which affects a specific area, instead of a specific individual (such as a fireball spell or a dragon’s breath weapon). If the effect would offer a saving throw for partial damage, the affected character does not suffer any ill effects on a successful saving throw. Additionally, as long as the target’s base attack bonus is less than yours, he gains a +2 bonus on melee attack rolls for spell’s duration.
SWORD OF VICTORY
School enchantment [good, mind-affecting, compulsion]; Level cleric/oracle 5, inquisitor 4, magus 4, paladin 3
Casting Time 1 standard action
Components V
Range touch
Target weapon touched
Duration 1 round/level
Saving Throw Will partial; Spell Resistance Yes
You open your mouth to issue forth the sounds of a heavenly chorus, which gather around your weapon with a tangible force. The next attack with the target weapon deals an additional amount of damage equal to your caster level. Additionally, a creature who is hit by the blade is filled with the urge to surrender and must succeed on a Will save or lose the will to fight, laying down his weapon and taking no hostile action for the duration of the spell. If the target is attacked again, he receives a new saving throw to negate this effect. In addition, if your base attack bonus is +15 or higher, you may cast this spell as a free action whenever you make a melee attack with a held weapon. If you do, you must target the held weapon.