Edena_of_Neith
First Post
There are some spells I think should be in the D&D books, or supplements, or d20 additions, or magazines ... they belong somewhere.
I have heard of this book called the Book of Erotic Fantasy. Ok then, here is a spell that belongs in that book. It's a bit of a long spell.
I would welcome comments on this spell, Love is Immortal, which I put some time and effort into.
Love is Immortal
Cleric 9th (Love 8th), Wizard 9th (Alteration, Enchantment, Chronomancy)
Duration: Permanent
Area of Effect: The caster and see below
There are some sages who argue that love is the key to immortality. The existence of this spell would seem to justify such theories.
The purpose of this spell is to extend life, both the caster's and his or her mate, through love. If successful, this spell does just that. If not successful, this spell means a lot of valuable time, effort, and treasured items were wasted ... or were they really wasted?
The caster casts this spell when he or she has no mate, girlfriend, boyfriend, or anyone that could be described as a special friend (a 'just friends friend' is allowed.) Immediately after casting, the spellcaster forgets he or she cast this spell, he or she 'overlooks' the existence of the spell in his or her spellbooks from then on (the spell is not erased, however), he or she is never 'inclined' to research this spell again, nor will he or she 'accidentally' come upon this spell in a library, dungeon, or similar place. Nor will anyone else 'think' to introduce this spell to the spellcaster. Likewise, anyone (friends, acquaintances) of the spellcaster will 'overlook' the fact the spellcaster has this spell in his or her books.
There is no way around this effect (which the DM should play in the spirit of what was written above) short of a Wish, or the intervention of a powerful being.
Once cast, the spell remains in effect indefinitely, waiting until the caster falls in love to activate.
Once the spell activates, it wreaths the caster in an invisible field of magic (which can be detected, can be understood through True Seeing, and which can be dispelled) which cradles him for an entire year.
In addition, this field spreads to the special someone of the caster, and that person is swaddled in the magic as well (there is NO save against this effect, which means the onus of the results of this spell are on the caster, and he or she must accept the responsibility for this when first casting the magic.)
At the end of a year, the spell has a chance of reversing any and all aging, for that year, for both the spellcaster and his or her special someone. Percentile dice are rolled (d100), and if the roll is high enough, the spell has nullified the aging.
This nullification is actually an alteration in temporal reality, and retroactively causes a reality where neither the caster nor his special someone ever aged during that year. It reverses all magical aging (but does NOT reverse the effects of spells that might have caused them, such as Wish spells)
The caster and his mate gain all the advantages of aging, related to intelligence and wisdom, and none of the penalties of aging. If the caster is young enough he could gain physical benefits from aging, these occur normally (a dragon, for instance, would gain age categories, but would remain young.)
The spell simply bends reality as needed, to accomplish these results.
At the end of each subsequent year, the caster rolls again - with the SAME CHANCE as per the original roll, and if this new roll succeeds, once more neither the caster or significant other have aged, for that subsequent year.
As long as the caster keeps making successful rolls, no aging occurs, and the spell continues. In this way, the spell could continue for centuries.
Upon the first unsuccessful roll, the spell ends.
When the spell ends, the caster finally realizes he actually cast the spell. He can now find it in his spellbook. His friends sudden remember he knows the spell. He might find it in a library.
And his significant other, will suddenly wonder why she is still young, after so many years (the truth will not be suddenly revealed, but it is sure to be found out eventually. Whether the truth will bring joy or grief, is the million dollar question.)
This spell can be cast again, at that point, if both the caster and his special someone desire it, and if this is the case once more no save is allowed. If the significant other does not wish this spell cast upon her at that point, it automatically fails for both the caster and her.
Please note that the lack of aging, on both the caster and his significant other, will not be a source of curiosity for either of them, or for anyone else, during the time this spell is in effect. This spell alters reality in such a way as to discourage such curiosity.
If this spell is discovered with True Seeing or some other magic, a Will save can break this effect, for the True Seer only. A Limited Wish, Wish, Dispel Magic, or Greater Dispel Magic, will break the effect for one or more people. Telling people that the aging is strange will have no effect at all, except to make those listening think the person telling them this is strange himself. Arguing is no good; arguing will only throughly convince people that the person arguing is being ridiculous.
For as long as this spell is in effect, thus, the general attitude will be: they are in love, and love keeps them young.
The chance of this spell being successful depends upon the dedication and loyalty of the caster and his or her special someone to each other. Also, if there are major differences between the two that would interfere in a relationship, and these are overcome, the chance of success is increased further. The chart below summarizes this:
Very weak relationship (a one-night stand): Base 1% chance of success
Weak relationship (several dates together) Base 2% chance of success
Growing relationship (some intimacy, sexual relations, exchange of inner feelings and thoughts) Base 3% chance of success
Long term relationship (serious intimacy, serious interaction, exchange of very secret feelings and thoughts) Base 4% chance of success
Strong relationship (Married having taken serious vows of marriage and actually meaning to keep them, a sincere desire to spend one's life with this other person) Base 5% chance of success
Soulmates (Just that. Think in the most extravagant romantic terms from films and books. DM adjudicates such situations.) Base 10% chance of success.
The above situation is calculated from the one year point.
That is, the caster throws the spell, forgets he cast it, then goes on to court a special someone. His relationship with that person is assessed at the one year anniversary of the spell's casting, and the base chance of success is calculated.
This base chance is permanent, and does not change in future years. However, all modifications to the base chance (see below) are considered a part of future rolls, even if things change in that time.
If the relationship breaks up, NO roll is made, and the spell immediately ends.
Human-human, male-female, relationship: Base chance not altered
Human-human, male-female, but one is socially repugnant in some way: + 10%
Human-human, male-female, but one is extremely socially repugnant in some way (think of the Hunchback of Notre Dame) : + 20%
Human-human, male-male or female-female: + 10% (assuming an extremely homophobic society)
Human-elven, human-halfelven: + 5%
Human-halfling, human-gnomish, human-dwarven, elven-halfelven: + 10%
Human-dryad, human-nymph, human-satyr: + 10% (but a Charm spell cast by, say, a dryad, makes this spell fail if it is the cause of the relationship.)
Human-centaur, human-sidhe, elven-dwarven, halfling-dwarven, human-halforc: + 15%
Human-orc, human-kobold, human-goblin, human-lizardman, elven-drow: + 20%
Human-silkie, human-harpy, human-nixie, human-vampire (where sincere), human-halfdemon: + 25%
Human-lich, human-deathknight, elven-banshee, human-spectre or wraith, human-will o wisp, human-unseelie: + 30%
Major attempt is made by the parents to stop the relationship: + 5%
Major attempt is made by the local authorities to stop the relationship: + 10%
Major attempt is made by the high authorities (the army arrives) to stop the relationship: + 30%
Intervention by Outer Planar Beings to stop the relationship: + 20%
Intervention by a Diety to stop the relationship: + 50%
The caster and/or the special someone was injured, and healed by the other person, during the first year: + 5% (non-cumulative)
The caster and/or the special someone would have died of illness, but for the intervention of the other person, during the first year: + 20% (non-cumulative)
The caster and/or the special someone was killed, and resurrected by the other person (and that person wanted to be resurrected) : + 30% (non-cumulative)
The caster and/or the special someone participated in an adventuring campaign together during the first year: + 10% (non-cumulative)
The caster and/or the special someone participated in an epic campaign during the first year - and are probably still in said campaign: + 20% (non-cumulative)
The caster and/or the special someone have had a child in the first year: + 20% (non-cumulative where applicable)
The caster and/or the special someone engaged in intimacy and/or sexual play on a strong, regular basis, for at least several months: + 5% (non-cumulative)
The caster and/or the special someone went out of their way to make each other happy on a strong, regular basis, for at least several months: + 5% (non-cumulative)
The caster and/or the special someone have had a serious fight during the first year: - 5% (non cumulative)
The caster and/or the special someone have had a severe fight during the first year: - 10% (non cumulative)
The caster and/or the special someone have engaged in physical abuse of each other during the first year (not sexual play, but the grim reality of marital abuse) : - 15% (non cumulative)
The caster and/or the special someone have seriously injured, or accidentally killed, each other during the first year: - 20% (non cumulative)
The caster and/or the special someone, killed the other person (intentional murder, and resurrection makes no difference in this case) during the first year: SPELL FAILS
Alignment of caster and special someone is one place apart: + 5%
Alignment of caster and special someone is two places apart: + 10%
Alignment of caster and special someone is three places apart: + 20%
Also, IF the caster sacrifices something truly precious, when the spell is first cast, the base chance of success is permanently increased.
This is not a case where gold, or even a hoard of gold, will do much good. The sacrifice must be something cherished by the caster. The more cherished, the more special, the greater the effect:
A hoard of gold (think nearly all of the caster's mundane wealth) : + 1%
A minor magical item: + 1% (non cumulative)
A major magical item: + 2% (non cumulative)
A really powerful, supremely major magical item: + 3% (non cumulative)
An artifact/relic: + 50% (the item immediately disappears and goes to those who are it's rightful owners. The + 50% assumes the rightful owners APPROVED of the ownership of the item by the character, which is not likely. If they did not approve of said ownership, there is no modification of the base chance AND the character loses the artifact/relic.)
A personal heirloom of great value: + 1% to + 2%
A personal heirloom so cherished losing it leaves the character disabled (no adventuring, no normal activities, nothing but bedrest) from trauma for several days to several weeks: + 3% to + 10%
A personal heirloom so cherished losing it puts the character in a coma (a Heal spell will be needed to come out of the coma) : + 20% (obviously, the character cannot freely give up the heirloom on a whim! We are talking about a decision agonized over for weeks or months.)
A personal heirloom so cherished losing it kills the character (Resurrection is allowed) : + 50% (obviously, the character cannot freely give up the heirloom on a whim! We are talking about a decision agonized over for months or even years.)
So, let us use an example of how this spell might work:
Edena, that audacious cleric/mage of mine, decides to cast this spell. He sacrifices Peacemaker, the first weapon he ever wielded and an enduring symbol of hundreds of years of struggle, suffering, and bloodshed in his cause, to aid the success of the spell.
Later, Edena walks into a wood, and encounters a nymph. Entranced by her, he begs to become her student in High Magic (some nymphs were once elven High Mages), and she accepts him as her student.
Edena and the nymph fall in love, during the studies, and this relationship deepens into a very strong, intimate relationship. Eventually, the two decide they will live together for a very long time, at the least ... but they forgo any sacred vows of marriage or unity before the Powers of the Forest.
Edena makes every effort to make the nymph happy, and vice versa. Their love life is strong and steady. They regularly sojourn into the forest to fight off attackers and vandals, and regularly they must heal each other of minor or moderate injuries.
Eventually, Edena and the nymph discover that an evil sect of wizards is behind the troubles in the forest, and acting in concert they attack the wizard stronghold, capture the wizards, and permanently polymorph them into dryads and assign them to oak groves as new protectors of the forest.
Here, then, are the chances that this spell, Love is Immortal, would reverse the year of aging for Edena and the nymph both:
Base chance: 4% (long term relationship, but no vows)
Sacrificed a cherished heirloom: + 3%
Human-nymph: + 10%
Edena and nymph healed each other of injuries: + 5%
Edena and nymph participated in an adventuring campaign: + 10%
Edena and nymph make an real effort at intimacy and trust, and engage in sexual play regularly: + 5%
Edena and nymph go out of their way to make each other happy: + 5%
Edena is neutral good, nymph is neutral good, no alignment difference: No modifier
At the end of the first year, and each year thereafter, the base chance of Love is Immortal working would be 43%. Check each year.
SPECIAL NOTE:
Edena could have cast this spell, AND the nymph could have cast this spell, before they met each other. Wonder of wonders, that!
If such is the case, the two spells would combine, and the modifiers add together. Edena and the nymph would probably have a 100% chance or near 100% of the spell succeeding. A miraculous coincidence, with miraculous effects!
However, if two mages (such as Edena and the nymph) cast this spell with the deliberate intent of doubling the chance of success, then going and 'falling in love' with each other, only one of the spells (the first one cast) is counted, and the other spell is null and void.
There is no way to 'rig' the chances of success with this spell, short of Epic Level Spells (such an attempt would be very dangerous, and could end in catastrophy ... or it could up the chances of success by up to 30%.)
Attempting to alter the chances of success of Love is Immortal with a mere Wish spell is a perilous exercise in futility.
This spell can be cast on another person, who must be a willing recipient. If the subject is not willing, the spell automatically fails.
If the caster casts this spell on another person, he will forget he did so, will not think to cast the spell on that person again (so long as that person is under the effect of this spell), and the recipient will be under all the restrictions on thought listed above.
The caster can then cast Love is Immortal on a third person, then a fourth person, and so on ... only when he casts it on himself does he come under the full restrictions on thought the spell entails.
I have heard of this book called the Book of Erotic Fantasy. Ok then, here is a spell that belongs in that book. It's a bit of a long spell.
I would welcome comments on this spell, Love is Immortal, which I put some time and effort into.
Love is Immortal
Cleric 9th (Love 8th), Wizard 9th (Alteration, Enchantment, Chronomancy)
Duration: Permanent
Area of Effect: The caster and see below
There are some sages who argue that love is the key to immortality. The existence of this spell would seem to justify such theories.
The purpose of this spell is to extend life, both the caster's and his or her mate, through love. If successful, this spell does just that. If not successful, this spell means a lot of valuable time, effort, and treasured items were wasted ... or were they really wasted?
The caster casts this spell when he or she has no mate, girlfriend, boyfriend, or anyone that could be described as a special friend (a 'just friends friend' is allowed.) Immediately after casting, the spellcaster forgets he or she cast this spell, he or she 'overlooks' the existence of the spell in his or her spellbooks from then on (the spell is not erased, however), he or she is never 'inclined' to research this spell again, nor will he or she 'accidentally' come upon this spell in a library, dungeon, or similar place. Nor will anyone else 'think' to introduce this spell to the spellcaster. Likewise, anyone (friends, acquaintances) of the spellcaster will 'overlook' the fact the spellcaster has this spell in his or her books.
There is no way around this effect (which the DM should play in the spirit of what was written above) short of a Wish, or the intervention of a powerful being.
Once cast, the spell remains in effect indefinitely, waiting until the caster falls in love to activate.
Once the spell activates, it wreaths the caster in an invisible field of magic (which can be detected, can be understood through True Seeing, and which can be dispelled) which cradles him for an entire year.
In addition, this field spreads to the special someone of the caster, and that person is swaddled in the magic as well (there is NO save against this effect, which means the onus of the results of this spell are on the caster, and he or she must accept the responsibility for this when first casting the magic.)
At the end of a year, the spell has a chance of reversing any and all aging, for that year, for both the spellcaster and his or her special someone. Percentile dice are rolled (d100), and if the roll is high enough, the spell has nullified the aging.
This nullification is actually an alteration in temporal reality, and retroactively causes a reality where neither the caster nor his special someone ever aged during that year. It reverses all magical aging (but does NOT reverse the effects of spells that might have caused them, such as Wish spells)
The caster and his mate gain all the advantages of aging, related to intelligence and wisdom, and none of the penalties of aging. If the caster is young enough he could gain physical benefits from aging, these occur normally (a dragon, for instance, would gain age categories, but would remain young.)
The spell simply bends reality as needed, to accomplish these results.
At the end of each subsequent year, the caster rolls again - with the SAME CHANCE as per the original roll, and if this new roll succeeds, once more neither the caster or significant other have aged, for that subsequent year.
As long as the caster keeps making successful rolls, no aging occurs, and the spell continues. In this way, the spell could continue for centuries.
Upon the first unsuccessful roll, the spell ends.
When the spell ends, the caster finally realizes he actually cast the spell. He can now find it in his spellbook. His friends sudden remember he knows the spell. He might find it in a library.
And his significant other, will suddenly wonder why she is still young, after so many years (the truth will not be suddenly revealed, but it is sure to be found out eventually. Whether the truth will bring joy or grief, is the million dollar question.)
This spell can be cast again, at that point, if both the caster and his special someone desire it, and if this is the case once more no save is allowed. If the significant other does not wish this spell cast upon her at that point, it automatically fails for both the caster and her.
Please note that the lack of aging, on both the caster and his significant other, will not be a source of curiosity for either of them, or for anyone else, during the time this spell is in effect. This spell alters reality in such a way as to discourage such curiosity.
If this spell is discovered with True Seeing or some other magic, a Will save can break this effect, for the True Seer only. A Limited Wish, Wish, Dispel Magic, or Greater Dispel Magic, will break the effect for one or more people. Telling people that the aging is strange will have no effect at all, except to make those listening think the person telling them this is strange himself. Arguing is no good; arguing will only throughly convince people that the person arguing is being ridiculous.
For as long as this spell is in effect, thus, the general attitude will be: they are in love, and love keeps them young.
The chance of this spell being successful depends upon the dedication and loyalty of the caster and his or her special someone to each other. Also, if there are major differences between the two that would interfere in a relationship, and these are overcome, the chance of success is increased further. The chart below summarizes this:
Very weak relationship (a one-night stand): Base 1% chance of success
Weak relationship (several dates together) Base 2% chance of success
Growing relationship (some intimacy, sexual relations, exchange of inner feelings and thoughts) Base 3% chance of success
Long term relationship (serious intimacy, serious interaction, exchange of very secret feelings and thoughts) Base 4% chance of success
Strong relationship (Married having taken serious vows of marriage and actually meaning to keep them, a sincere desire to spend one's life with this other person) Base 5% chance of success
Soulmates (Just that. Think in the most extravagant romantic terms from films and books. DM adjudicates such situations.) Base 10% chance of success.
The above situation is calculated from the one year point.
That is, the caster throws the spell, forgets he cast it, then goes on to court a special someone. His relationship with that person is assessed at the one year anniversary of the spell's casting, and the base chance of success is calculated.
This base chance is permanent, and does not change in future years. However, all modifications to the base chance (see below) are considered a part of future rolls, even if things change in that time.
If the relationship breaks up, NO roll is made, and the spell immediately ends.
Human-human, male-female, relationship: Base chance not altered
Human-human, male-female, but one is socially repugnant in some way: + 10%
Human-human, male-female, but one is extremely socially repugnant in some way (think of the Hunchback of Notre Dame) : + 20%
Human-human, male-male or female-female: + 10% (assuming an extremely homophobic society)
Human-elven, human-halfelven: + 5%
Human-halfling, human-gnomish, human-dwarven, elven-halfelven: + 10%
Human-dryad, human-nymph, human-satyr: + 10% (but a Charm spell cast by, say, a dryad, makes this spell fail if it is the cause of the relationship.)
Human-centaur, human-sidhe, elven-dwarven, halfling-dwarven, human-halforc: + 15%
Human-orc, human-kobold, human-goblin, human-lizardman, elven-drow: + 20%
Human-silkie, human-harpy, human-nixie, human-vampire (where sincere), human-halfdemon: + 25%
Human-lich, human-deathknight, elven-banshee, human-spectre or wraith, human-will o wisp, human-unseelie: + 30%
Major attempt is made by the parents to stop the relationship: + 5%
Major attempt is made by the local authorities to stop the relationship: + 10%
Major attempt is made by the high authorities (the army arrives) to stop the relationship: + 30%
Intervention by Outer Planar Beings to stop the relationship: + 20%
Intervention by a Diety to stop the relationship: + 50%
The caster and/or the special someone was injured, and healed by the other person, during the first year: + 5% (non-cumulative)
The caster and/or the special someone would have died of illness, but for the intervention of the other person, during the first year: + 20% (non-cumulative)
The caster and/or the special someone was killed, and resurrected by the other person (and that person wanted to be resurrected) : + 30% (non-cumulative)
The caster and/or the special someone participated in an adventuring campaign together during the first year: + 10% (non-cumulative)
The caster and/or the special someone participated in an epic campaign during the first year - and are probably still in said campaign: + 20% (non-cumulative)
The caster and/or the special someone have had a child in the first year: + 20% (non-cumulative where applicable)
The caster and/or the special someone engaged in intimacy and/or sexual play on a strong, regular basis, for at least several months: + 5% (non-cumulative)
The caster and/or the special someone went out of their way to make each other happy on a strong, regular basis, for at least several months: + 5% (non-cumulative)
The caster and/or the special someone have had a serious fight during the first year: - 5% (non cumulative)
The caster and/or the special someone have had a severe fight during the first year: - 10% (non cumulative)
The caster and/or the special someone have engaged in physical abuse of each other during the first year (not sexual play, but the grim reality of marital abuse) : - 15% (non cumulative)
The caster and/or the special someone have seriously injured, or accidentally killed, each other during the first year: - 20% (non cumulative)
The caster and/or the special someone, killed the other person (intentional murder, and resurrection makes no difference in this case) during the first year: SPELL FAILS
Alignment of caster and special someone is one place apart: + 5%
Alignment of caster and special someone is two places apart: + 10%
Alignment of caster and special someone is three places apart: + 20%
Also, IF the caster sacrifices something truly precious, when the spell is first cast, the base chance of success is permanently increased.
This is not a case where gold, or even a hoard of gold, will do much good. The sacrifice must be something cherished by the caster. The more cherished, the more special, the greater the effect:
A hoard of gold (think nearly all of the caster's mundane wealth) : + 1%
A minor magical item: + 1% (non cumulative)
A major magical item: + 2% (non cumulative)
A really powerful, supremely major magical item: + 3% (non cumulative)
An artifact/relic: + 50% (the item immediately disappears and goes to those who are it's rightful owners. The + 50% assumes the rightful owners APPROVED of the ownership of the item by the character, which is not likely. If they did not approve of said ownership, there is no modification of the base chance AND the character loses the artifact/relic.)
A personal heirloom of great value: + 1% to + 2%
A personal heirloom so cherished losing it leaves the character disabled (no adventuring, no normal activities, nothing but bedrest) from trauma for several days to several weeks: + 3% to + 10%
A personal heirloom so cherished losing it puts the character in a coma (a Heal spell will be needed to come out of the coma) : + 20% (obviously, the character cannot freely give up the heirloom on a whim! We are talking about a decision agonized over for weeks or months.)
A personal heirloom so cherished losing it kills the character (Resurrection is allowed) : + 50% (obviously, the character cannot freely give up the heirloom on a whim! We are talking about a decision agonized over for months or even years.)
So, let us use an example of how this spell might work:
Edena, that audacious cleric/mage of mine, decides to cast this spell. He sacrifices Peacemaker, the first weapon he ever wielded and an enduring symbol of hundreds of years of struggle, suffering, and bloodshed in his cause, to aid the success of the spell.
Later, Edena walks into a wood, and encounters a nymph. Entranced by her, he begs to become her student in High Magic (some nymphs were once elven High Mages), and she accepts him as her student.
Edena and the nymph fall in love, during the studies, and this relationship deepens into a very strong, intimate relationship. Eventually, the two decide they will live together for a very long time, at the least ... but they forgo any sacred vows of marriage or unity before the Powers of the Forest.
Edena makes every effort to make the nymph happy, and vice versa. Their love life is strong and steady. They regularly sojourn into the forest to fight off attackers and vandals, and regularly they must heal each other of minor or moderate injuries.
Eventually, Edena and the nymph discover that an evil sect of wizards is behind the troubles in the forest, and acting in concert they attack the wizard stronghold, capture the wizards, and permanently polymorph them into dryads and assign them to oak groves as new protectors of the forest.
Here, then, are the chances that this spell, Love is Immortal, would reverse the year of aging for Edena and the nymph both:
Base chance: 4% (long term relationship, but no vows)
Sacrificed a cherished heirloom: + 3%
Human-nymph: + 10%
Edena and nymph healed each other of injuries: + 5%
Edena and nymph participated in an adventuring campaign: + 10%
Edena and nymph make an real effort at intimacy and trust, and engage in sexual play regularly: + 5%
Edena and nymph go out of their way to make each other happy: + 5%
Edena is neutral good, nymph is neutral good, no alignment difference: No modifier
At the end of the first year, and each year thereafter, the base chance of Love is Immortal working would be 43%. Check each year.
SPECIAL NOTE:
Edena could have cast this spell, AND the nymph could have cast this spell, before they met each other. Wonder of wonders, that!
If such is the case, the two spells would combine, and the modifiers add together. Edena and the nymph would probably have a 100% chance or near 100% of the spell succeeding. A miraculous coincidence, with miraculous effects!
However, if two mages (such as Edena and the nymph) cast this spell with the deliberate intent of doubling the chance of success, then going and 'falling in love' with each other, only one of the spells (the first one cast) is counted, and the other spell is null and void.
There is no way to 'rig' the chances of success with this spell, short of Epic Level Spells (such an attempt would be very dangerous, and could end in catastrophy ... or it could up the chances of success by up to 30%.)
Attempting to alter the chances of success of Love is Immortal with a mere Wish spell is a perilous exercise in futility.
This spell can be cast on another person, who must be a willing recipient. If the subject is not willing, the spell automatically fails.
If the caster casts this spell on another person, he will forget he did so, will not think to cast the spell on that person again (so long as that person is under the effect of this spell), and the recipient will be under all the restrictions on thought listed above.
The caster can then cast Love is Immortal on a third person, then a fourth person, and so on ... only when he casts it on himself does he come under the full restrictions on thought the spell entails.