Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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150<br />
Special Priest spells<br />
Several <strong>of</strong> the priest characters detailed in this book<br />
have access to unique, rare, or otherwise uncommon<br />
priest spells. Below are the spells marked with an asterisk<br />
(*) in these characters’ entries. These spells<br />
are presented in alphabetical order; they’re not organized<br />
by level or sphere.<br />
Remember that a priest’s spells are granted from<br />
the power itself, and are not universally available.<br />
Not every priest with access to the Charm sphere,<br />
for example, can access and cast the attraction spell<br />
below; that spell is (was) granted by Bhaal to his<br />
priests alone.<br />
Spells which are only available to priests <strong>of</strong> a certain<br />
power are noted with the deity’s name after the<br />
spell’s sphere listing.<br />
Attraction<br />
(Alteration)<br />
Reversible<br />
Level: 2<br />
Sphere: Charm (Bhaal)<br />
Range: Touch<br />
Components: V,S,M<br />
Duration: 1 hour/level<br />
Casting Time: 1 round<br />
Area <strong>of</strong> Effect: One target being<br />
Saving Throw: Neg.<br />
This spell is popular among priests <strong>of</strong> Bhaal because<br />
<strong>of</strong> their ambient air <strong>of</strong> death. Attraction replaces<br />
any negative emotions the target has toward<br />
the spellcaster with opposite positive emotions if a<br />
saving throw vs. spell is failed. Repulsion becomes<br />
attraction, hatred becomes love, etc. The spell also<br />
temporarily raises the caster’s Charisma by ld4+2<br />
points in respect to the target creature for the spell’s<br />
duration, making the target’s reactions to and loyalty<br />
to the caster much more likely to be positive<br />
and helpful.<br />
The reverse <strong>of</strong> this spell, disdain, replaces all positive<br />
feelings the target being has toward a named<br />
being (which can be the caster if she or he really<br />
wants to be despised by someone) with opposite,<br />
negative emotions. It also temporarily lowers the<br />
named being’s Charisma by 1d4+2 points in respect<br />
to the target being for the spell’s duration, making<br />
the target’s reactions and loyalty to the named being<br />
much more likely to be negative and hostile.<br />
In either form, the saving throw against this spell<br />
has a modifier <strong>of</strong> +1 to +5 (as adjudicated by the<br />
DM) if the emotions to be changed are extremely intense.<br />
As such, it is much more useful as a ploy to<br />
make a date with a barmaid (who is motivated to<br />
please customers anyway) than it is to convert the<br />
feelings <strong>of</strong> one’s enemies.<br />
The material component <strong>of</strong> this spell is the holy<br />
symbol <strong>of</strong> the casting priest.<br />
Battletide<br />
(Alteration)<br />
Level: 5<br />
Sphere: Combat (Iyachtu Xvim)<br />
Range: 0<br />
Components: V,S,M<br />
Duration: 6 rounds<br />
Casting Time: 5<br />
Area <strong>of</strong> Effect: 20-foot radius<br />
Saving Throw: Special<br />
This spell slows (as the 3rd-level wizard spell) all<br />
beings within a 20-foot spherical radius centered on<br />
the caster, except the priest casting it. Affected beings<br />
move and attack at half-speed. (The magic affects<br />
beings so located at the time <strong>of</strong> casting, not<br />
creatures who later come within range <strong>of</strong> the caster<br />
during the duration <strong>of</strong> the spell.) Beings affected by<br />
the spell remain slowed even if they move beyond<br />
the original area <strong>of</strong> effect <strong>of</strong> the spell.<br />
The magic transfers the energy it steals from its<br />
victims to the caster, who is hasted for the spell’s duration,<br />
without any <strong>of</strong> the aging effects <strong>of</strong> a haste<br />
spell. The caster moves at double rate, and makes<br />
physical attacks twice as fast (that is, a being who attacks<br />
once per round would attack twice-first in<br />
the round and then last). This does not allow spell-<br />
casting to be hastened.<br />
All beings within range <strong>of</strong> the caster are allowed<br />
to make saving throws vs. spell once a round to<br />
avoid, or instantly break free <strong>of</strong>, the battletide. The<br />
spell ends entirely when the last victim escapes its<br />
effects (or at the end <strong>of</strong> its duration). On the first<br />
round, the saving throw is made with a -6 penalty;<br />
on the second, with a -5 penalty; on the third, a -4<br />
penalty, and so on.<br />
The material component <strong>of</strong> this spell is a piece <strong>of</strong><br />
cobweb, human hair, or silk thread as long as the<br />
caster’s hand.