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Impregnate. Indifference. Induced Pleasure. Infertility. Intensify Sensation




Impregnate

Conjuration (Creation)

Level: Mdw 7, Src/ Wiz 7

Components: V, S, M

Casting Time: 1 round

Range: touch

Target: 1 female

Duration: special

Saving Throw: Fortitude Negates

Spell Resistance: Yes

This spell creates life and, according to some mytho, a new soul, in a creature capable of bearing young, i. e. in creatures, that would be capable of bearing young but are not due to illness, magic etc, too. The casting of these spells upon a male, though theoretically possible, would produce unpredictable effects, although male pregnancy is not impossible. Casting this spell on an undead is rumored to result in the gruesome death of both undead and caster. This spell is highly controversial both for Good and for Lawful creatures. The material component for this spell is an arrowhead dipped in rabbit's blood.

 

Indifference

Enchantment (Compulsion) [Mind-Affecting]

Level: Src/ Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: touch

Target: 1 creature

Duration: 10 minutes + 10 minutes per level (D)

Saving Throw: Will Negates

Spell Resistance: Yes

Indifference eliminates any negative thoughts or feelings the recipient may have and replaces them with utter indifference. The material component of this spell is a fly.

Induced Pleasure

Enchantment (Compulsion) [Mind-Affecting]

Level: Src/ Wiz 2

Range: Touch/see text

Components: S

Duration: 10 minutes + 1 minute/level (see text)

Casting Time: 1 action

Area of Effect: Creature touched

Saving Throw: Will Negates, see text

Spell Resistance: Yes

 

While this spell does no have any healing or curative powers, it makes the subject individual shudder and twist in ecstasy. If used in combat, the victim must make succesful will save in order to keep functioning and fighting. Failure to save indicates a penalty of -4 on all attack rolls that round, and any spells being cast are disrupted. The insidious effects of this power occur when it is used in conjunction with a spell, that causes pain. By using the two powers interchangeably, dependent upon the victim's actions, the victim can be conditioned to perform certain acts instead of other acts they would normally perform. For each week of being subjected to this treatment (receives it 2/ day or more until passes out), they must make a will save, with a penalty equal to the number of weeks of " treatment" (i. e., 3 weeks of treatment = penalty of -3) or have their actions in particular scenarios predetermined by their conditioning. Only one area of behavior may be affected per victim. Depending upon the behavior modification, there is a chance (DM's discretion) for an alignment change by the victim. After 5 minutes+fort save a mounth of time the pleasure is so overwhelming that the victim passes out for 1d10 minutes. However, if caster continues partially concentrating and keeps touching victim all the time the pleasure lasts for indefinable time (in combat, grappal must be maintained), also, if caster hangs around, not touching the 'victim', but is fully concentrating, the effect may also last as long as the caster desires. However the victim receives a new will-save, after passing out and each time she passes out again.

 

Infertility

Transmutation

Level: Clr 5, Drd 5

Components: V, S, M, DF

Casting Time: 10 min + 10 min/ target

Range: 10 yards/ level

Target: 1 creature per 5 levels

Duration: special

Saving Throw: Fortitude Negates

Spell Resistance: Yes (harmless)

 

Infertility destroys the target's ovaries/testes and automatically results in a failed attempt at conception (assuming that the target did not save versus spells). The target remains infertile until a successful Dispel Magic is cast upon him/her followed immediately by Regenerate (the former dispels the magic, the latter repairs the physical damage).

Note: Fertility cannot counter the effects of Infertility, but if the target is already under the effect of the former, he/she receives a +1 bonus to save.

This spell may also be cast upon animals (e. g., horses). The GM may choose the animal's initial fertility based on type and quality of animal.

This spell can affect up to 1 creature for every 5 levels of the caster. Clerics who worship fertility or creation gods can not cast Infertility.

The ashes from a handful of seeds are required as material components (the ashes disappear during casting).

Intensify Sensation

(by Muse of Fire)

Charm

Level: Brd 3, Src/ Wiz 3

Components: V, S

Casting Time: 1 action

Range: touch

Target: 1 creature

Duration: 1 minute per level

Saving Throw: Will halves

Spell Resistance: Yes

This spell enables the castern to intensify sensations in herself and others. Any physical or emotional sensations can be heightened to an unbelievable heights through the application of this spell, often disconnecting the recipient from reality, creating an extremely heightened interest or emotion, and proving to be an immense distraction from dealing with fast paced and changing circumstances such as combat. While this spell is in effect, all ability checks, attack rolls, damage rolls, and saving throws are made at a -2 penalty, and all spells cast require a concentration check (DC 10+save modifier). All normal concentration checks are doubled in difficulty. Likewise if pleasurable means are used to distract. (e. g. If you've have your sensations intensified and are trying to cast a fireball, and I throw a dagger at you for 4 damage, instead of the normal concentration check you must check vs. 10+4+4+3(the level of the spell) is 21 instead of 17. )

Although normally employed in pleasurable situations this spell can be used to heighten pain as well. All damage dealt to the caster deals an additional 50% in subdual damage which vanishes when the spell expires.

 

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