Cleon
Legend
There are a lot of "dances" that should be changed to "chants" and I think we should drop the single focal priest element - in the original adventure all the priests stop chanting and attack the PCs without interrupting their spell-weaving.
Also, the original adventure said the only way to prevent the chanting priests within 10 turns from releasing the Dark King is to kill all of them.
Anyhow, how about this:
Chant Magic (Sp): Priests of Ythog-Nthlei possess a unique ability to work magic by chanting. A group of at least two priests is required to initiate chant magic, but the chant can be completed by only a single priest.
Chant magic can create any arcane or divine spell, including epic magic, that a priest in the chanting group has witnessed being cast. Chant magic spells are treated as cleric spells with a DC based on highest Wisdom score among the chant group's priests when the chant is completed. Chant magic spells always have a verbal component even if the original spell does not. The priests can apply any metamagic feats they possess to the chant magic spell, except for Silent Spell or Quicken Spell. The spell's caster level normally equals 10 plus the highest CL among the priests in the chanting group plus the number of priests in the group, but the priests can lower the casting level to reduce the casting time (see below). The caster level must be high enough for a cleric of that level to cast the chosen spell, including metamagic effects.
Chant magic is slow. Completing the chant and casting the spell takes a total number of rounds of chanting equal to 100 times the minimum caster level of the spell (see above); divided between the priests however they desire (i.e. a spell with a minimum CL 6th can be completed by a single priest chanting for 600 rounds or five priests chanting for 120 rounds). If the chant magic is producing an epic spell, its minimum caster level is 20 or half the Spellcraft DC of the spell, whichever is higher. The priests of Ythog Nthlei can cast the chant magic spell faster by lowering the caster level (down to the minimum caster level for the spell). For every level the caster level is lowered the casting time is reduced by 100 rounds (minimum of 50 rounds or the spell's normal casting time, whichever is higher). For example, if a chanting group normally casts spells at CL 20th it could cast a spell at CL 10th to reduce the casting time by 1000 rounds or CL 1st to reduce it by 1900 rounds.
Chant magic spells do not require material or XP components, but spells with these components take longer to chant; for every 10 XP or 250 gp worth of components the spell normally requires, the chant magic takes 10 minutes longer to complete.
The priests in a chanting group can perform extraordinary and supernatural actions (including combat) without breaking the spell they are chanting, although any round in which they perform such actions does not count towards the completion of the chant magic. If any priest uses a spell or spell-like ability the chant magic is ruined. The only other way to stop the chant is to kill or incapacitate all the priests in the chanting group. Killing or incapacitating a chanter reduces the effective caster level of the group, thereby increases the casting time and possibly ruining the chant magic if the caster level is reduced to less than the spell's minimum.
When completing an epic spell the chanting group must make a Spellcraft check against the epic spell’s Spellcraft DC using the highest Spellcraft modifier among the chanting priests plus a bonus equal to the CL of the chant magic spell. Note that it will be impossible for the chanting group to succeed at an epic spell if its Spellcraft DC is greater than 20 + the group's Spellcraft modifier.
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