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Rock Out

June 17th, 2015

Alex Riggs

Obscure Arcana Archive

                Do you feel like rocking all night and partying every day? If so, you may be the victim of one of today’s Rock and Roll-themed spells.

 

CURSE OF CONSTANT REVELRY
School enchantment (compulsion) [mind-affecting]; Level antipaladin 3, bard 3, druid 4, shaman 4, witch 4
Casting Time 1 standard action
Components V, S, M (sand from an hourglass and a pinch of animal hide)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 day/2 levels (D)
Saving Throw Will negates, Fortitude partial, see text; Spell Resistance yes

                You fill the subject with an overwhelming drive to party, which refuses to abate for any kind of rest. Each round, the target must perform one of the following activities: dancing, eating, or singing.

                If the target chooses to dance, he must spend a move action to do so. He provokes attacks of opportunity, and suffers a -4 penalty to AC until the beginning of his next turn. He also suffers a -4 penalty on any Stealth checks he makes.

                If the target chooses to eat, he must have food or drink on hand to consume, and it is a move action to consume it. This provokes attacks of opportunity. He can also use this action to imbibe potions, quaff alcohol, or similar.

                If the target chooses to sing, he cannot cast spells with verbal components, and suffers a -10 penalty on any Stealth checks he makes. He can speak while singing, but only by incorporating his words into song. Singing in this way does not use any of the target’s actions.

                The compulsions imposed by this spell prevent the target from sleeping or resting in any meaningful fashion. After 48 hours, the target must succeed on a Fortitude save each hour or suffer 1 point of nonlethal damage. For each failed save after the first, the amount of nonlethal damage increases by 1. This nonlethal damage cannot be healed until the target has successfully rested for 8 hours. As long as the target is suffering from any amount of nonlethal damage gained in this way, he is fatigued. If the nonlethal damage exceeds 1/2 his maximum hit points, he is exhausted, instead.

                The target is able to sleep if he is compelled to do so through magical or supernatural means, but awakens as soon as the sleep-compelling effect ends. Curse of constant revelry can be removed with a  break enchantment, limited wish, miracle, remove curse, or wish spell, but any nonlethal damage, fatigue, or exhaustion inflicted by the spell remain until they are cured through normal means.

 

DANCE FEVER
School evocation [fire, sonic]; Level antipaladin 3, bard 3, bloodrager 3, magus 3, shaman 6, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (fragments from a broken string instrument)
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/2 levels, no two of which can be more than 30 ft. apart
Duration concentration, up to 1 round/level
Saving Throw Will negates, Fortitude partial, see text; Spell Resistance yes

                You open your mouth and out pours a series of powerful musical notes, the sound of which seems to be made by an entire orchestra, though it is only your voice that makes them. Though all nearby creatures can clearly hear this music, you implant in the target creatures a powerful urge to dance along to the music, and this need burns within them not only metaphorically but, through the power of magic, physically, as well.

                Each round, an affected creature can choose to spend its round dancing. A creature that dances in this way suffers a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and loses any shield bonus to AC he might otherwise benefit from. Further, the target’s dance provokes attacks of opportunity, and he can take no other actions that round. If the target chooses not to dance, the burning need to do so inflicts 1d6 points of fire damage to the target per 2 caster levels you possess (to a maximum of 10d6 at 20th level). A successful Fortitude save halves this damage.

                If the target creature continues to withhold from dancing, the amount of fire damage increases each round, by 1d6 per 2 caster levels for each consecutive round the target has refrained from dancing (for example, a 5th-level caster would inflict 2d6 points of fire damage on the first round the target refused to dance, 4d6 points of fire damage on the second round the target refused to dance, 6d6 points of fire damage on the third round the target refused to dance, and so on). If the target spends a round dancing, the amount of fire damage inflicted each round that he abstains from dancing resets.

                The music continues to issue from your mouth until you cease concentrating, at which point it stops, and the spell ends. Creatures that are unable to hear the music (or feel its vibrations in some other way) are unaffected by the spell.

 

SONGS OF DISCORDANCE
School enchantment [emotion, sonic]; Level bard 5, cleric/oracle 6, inquisitor 6, summoner 6
Casting Time 1 round
Components V, S, F (an instrument worth at least 1,000 gp)
Range 60 ft.
Area 60-ft.-radius burst centered on you
Duration 1 round/level
Saving Throw none; Spell Resistance yes

                You cause powerful music to issue forth from the instrument that serves as the focus of the spell, although it is not made by the instrument itself, and in fact even includes singing. The music can be heard much further than 60 feet from the instrument, but it only has its magical effects on those within 60 feet. If the instrument is destroyed or leaves your possession at any time, the spell immediately ends.

                The music sounds differently to your allies than it does to other creatures: while your allies hear a powerful melody that invigorates them and spurs them to glory, your enemies hear harsh, discordant noise. Each ally that begins his turn in the affected area gains a +4 morale bonus on attack rolls, saving throws, ability checks, and skill checks until the beginning of his next turn. All other creatures that begin their turn in the affected area suffer a -4 penalty on attack rolls, saving throws, ability checks, and skill checks until the beginning of their next turn, instead.

                Creatures that are unable to hear the music gain no benefits and suffer no penalties. Creatures that can hear the music but are unable to understand the language of the singing (which must be a language you know) gain only a +2 bonus or -2 penalty, instead of the full amount.