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For My Next Trick

August 30th, 2018

Alex Riggs

Obscure Arcana Archive

I’ve always been a fan of mesmerist tricks, and the way they allow you to implant the tricks in advance and then trigger them when the time is right. Since today’s Obscure Arcana is all about mesmerist spells, I decided to focus on spells that enhance and modify mesmerist tricks, allowing the mesmerist to get the most bang for his deceptive buck.
 

AUTOMATIC TRICK
School divination; Level mesmerist 1
Casting Time see text
Components V
Range touch
Target willing creature touched
Duration see text
Saving Throw none; Spell Resistance yes (harmless)

You empower a trick that you implant in the target, allowing it to be triggered on its own, even if you are unconscious or out of range, and providing a momentary warning to the target against future danger. Casting this spell is a free action, but the spell can only be cast while implanting a mesmerist trick. The implanted trick is automatically triggered the first time that the appropriate conditions are met, independent of the mesmerist, who does not need to use a free action to activate it. This occurs even if the mesmerist is further from the target than medium range. If automatic trick is dispelled or otherwise ended prematurely, the trick can no longer be activated in this way, and must be manually activated by the mesmerist, as normal. Otherwise, the spell remains in place until the implanted trick is triggered, or the next time you rest and regain spells.

When the implanted trick is triggered, the target receives a flash of insight into an upcoming danger. She receives a +4 insight bonus to AC against the next attack made against her. After this, the spell ends.

 

ENDURING TRICK
School abjuration; Level mesmerist 6
Casting Time see text
Components V
Range touch
Target willing creature touched
Duration see text
Saving Throw none; Spell Resistance yes (harmless)

You empower a trick that you implant in the target, causing it to grant additional defensive benefits and endure even after the first time it is triggered. Casting this spell is a free action, but the spell can only be cast while implanting a mesmerist trick. The spell has no effect until the implanted trick is triggered, at which time the spell’s effect takes place automatically, and the spell is discharged. Otherwise, the spell remains in place until the next time you rest and regain spells.

When the implanted trick is triggered, the trick remains implanted, and can be triggered a second time, without you needing to implant it again. Additionally, the target is surrounded with protective wards, granting a +4 deflection bonus to AC and resist acid 5, cold 5, electricity 5, and fire 5. These benefits last for 1 round per 2 caster levels, after which the spell ends.

 

EPHEMERAL TRICK
School illusion (glamer); Level mesmerist 5
Casting Time see text
Components V
Range touch
Target willing creature touched
Duration see text
Saving Throw none; Spell Resistance yes (harmless)

You empower a trick that you implant in the target, such that it does not count against the number of tricks you can have implanted at one time, and when the trick is triggered, it provides concealment to the target. Casting this spell is a free action, but the spell can only be cast while implanting a mesmerist trick. The implanted trick does not count against the number of tricks you can have implanted at any given time, nor does it count against the normal limit of one implanted trick per creature. If ephemeral trick is dispelled or otherwise ended prematurely, the normal limits apply again, and if the implanted trick would cause you to exceed them, then it is lost. Otherwise, the spell remains in place until the implanted trick is triggered, or the next time you rest and regain spells.

Once the implanted trick is triggered, the target’s body becomes hazy and transparent, partially concealing him from view. He gains concealment (20% miss chance), and a bonus on Stealth checks equal to 1/2 your caster level, and has a 50% chance of treating a critical hit or precision-based damage (such as a sneak attack) scored against him as a normal hit, instead. These benefits last for 1 round per caster level, after which the spell ends.