We’re in the thick of Mesmerist Week here at Necromancers of the Northwest, and that means that things are getting tricksy. Now, when most of us think of mesmerist tricks, we’re thinking of the class feature of the same name, and that’s exactly what all those sneaky mesmerists want us to be thinking! With simple misdirection, they’ve already made you forget about their six levels of spellcasting, which is chock-full of spells designed to mislead, deceive, and generally make fools of their enemies. And since this is Obscure Arcana, naturally we have several such tricky spells ready for your amusement. Watch closely, if you dare!
ENRAGING PRANK
School enchantment (compulsion) [emotion, mind-affecting]; Level bloodrager 3, mesmerist 4
Casting Time 1 standard action
Components V, S, M (a small rubber cord)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous and 1 round/level (D)
Saving Throw Reflex negates, Will partial; Spell Resistance yes
You force the target to trip and fall flat on his face, making him land prone, drop whatever he is holding, and suffer 1d6 points of bludgeoning damage. Insidiously, the spell enhances the target’s embarrassment and frustration, causing him to fly into a rage over falling in this way unless he succeeds on a Will save. A character enraged in this way gains a +2 morale bonus to Strength and Constitution, but suffers a –4 penalty to AC, and is compelled to attack you each round to the best of his ability (he may make a Will save each round on his turn to ignore this compulsion until his next turn). The effect is otherwise identical to a barbarian’s rage, except that the target isn’t fatigued at the end of the rage.
IMPLANT TRICK
School transmutation; Level mesmerist 5
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one willing creature
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
You instantly implant a single masterful trick you know, or a single mesmerist trick (whether you know it or not), in the target. Doing so does not consume any of your daily uses of the mesmerist tricks class feature, and the implanted trick does not count against the number of tricks that you can have implanted at any one time, or against the number of tricks that you can have implanted in that particular subject, if you have the manifold tricks class feature and can normally implant more than one trick at a time. The trick lasts indefinitely until it is either triggered or until the next time you rest and regain your daily spells.
SPECTRAL STARE
School illusion (glamer); Level mesmerist 3
Casting Time 1 standard action
Components V, S, F (a pocket mirror)
Range see text
Effect a spectral set of glaring eyes above your head
Duration 1 round/level
Saving Throw none; Spell Resistance no
You create a second pair of giant, illusory eyes which float above your face and can be used to direct your hypnotic stare at an additional creature. You can target one additional creature with your hypnotic stare at any given time. Directing each stare (your normal one and the extra one granted by this spell) requires a separate swift action. You cannot target the same creature with both stares.
VANISHING STRIKE
School conjuration (teleportati0n); Level magus 5, mesmerist 5
Casting Time 1 immediate action
Components V
Range 10 ft.
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no
You teleport yourself 10 feet to an unoccupied square, and may immediately make a single melee attack at your full base attack bonus as a free action. If you cast this spell in response to being attacked, the attack misses you automatically (although the attacker may be able to make subsequent attacks against you, if it is capable of making more than one attack). Further, if you cast this spell in response to being attacked, and choose to make your attack against the creature that attacked you, the target of your attack is denied his Dexterity bonus to AC for the purposes of your attack.