The Dark Spells of Dambrath (ENWorld Version)

Edena_of_Neith

First Post
On the RPG General Forum, I posted an article concerning the Faerunian Nation of Dambrath.
I commented that this was a particularly dangerous nation, that it was ignored at the peril of all, and that perhaps a very real horror would arise out of that land to strike at the heartlands of Faerun.
Here are some spells I believe might be at the disposal of those who rule the dark land of Dambrath.

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LOVIATAR'S ULTIMATUM

(This spell was meant to be darkly humorous, and it has few applications on the battlefield. It is unlikely to be a useful spell for a character.
However, those bent on hurting others, on revenge, and those with evil in their hearts may well find this spell suitable to their tastes, under the right circumstances.)

Level 3 (both clerical and wizard)
Spheres: Evil, Destruction, Pain, Hatred, Anger, Violence, Fear
Components: See below
Duration: See below
Casting Time: See below
Area of Effect: See below
Saving Throw: None
Spell Resistance: Normal

(I believe the spell description I gave for Loviatar's Ultimatum violates the rules of ENWorld, so I have not posted it here.
Unless the moderators say I can post it here, I will not do so. If they give permission, I will post it in this spot.
I refer you to the Nutkinland Message Board. To the Fun and Games Forum there. My description of Loviatar's Ultimatum is given in the Dark Spells of Dambrath thread.)

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LOVIATAR’S GIFT

(This spell was written with a dose of dark humor attached, although perhaps it will not come off as humorous, dark or otherwise. It is a shadowy spell, the kind of spell that could leave a good aligned or highly ethical caster feeling defiled from the casting.)

Level 5
Spheres: Evil, Darkness, Pain, Destruction, Hatred, Anger, Fear
Range: 100 yards, target must be in sight
Components: V, S
Area of Effect: One target creature of any size
Casting Time: 1 Action
Duration: See below
Saving Throw: See below
Spell Resistance: Normal

This spell is an improvement on Loviatar’s Ultimatum.
This spell is considered rather unethical by good characters and beings and is rarely used by them. Neutrals, however, find it a most darkly delightful spell to cast upon a foe.

This spell requires a successful Ranged Touch Attack. Otherwise, it fails and is wasted.
This spell will penetrate such defenses as Stoneskin, Fire Shield, Wall of Force (unless it completely englobes the target) and the like.
Spells that protect from acid will protect the victim if cast on him or her before this spell is used, but NOT after this spell has been cast and taken effect.
Prismatic Wall will generally not stop this spell, but Prismatic Sphere always will, along with Anti-Magic Shield, Spell Reflection, Mantle, and like spells.

This spell produces a sludge-like acid that covers a specific area of a target creature, if a saving throw (use the best category: Will for clerics, Fortitude for fighters, Reflex for thieves, etc.) is failed.
This acid will cover an area as small as a pixie’s fingertip or as large as a dragon’s tail, but it must be a specific area of the target, not the target in general or the whole target. The area of effect cannot be a large part of the target such as a whole leg, arm, head, or torso.
The acid will cover an area stated by the caster: hand, foot, finger, toe, eye, ear, nose, mouth, private area, or whatever it pleases the caster to name. If the caster names no area, the messy acid will cover an area of the target which the target prizes the most (a fighter’s sword hand, a dancer’s foot, part of the face, or some specially beloved area of the body, as the DM decides.)
Once attached, the acid cannot be removed by normal means. It cannot spread beyond the area it is sticking to, nor can it wipe off onto someone or something else (thus, a second person cannot be affected by the spell.) A Dispel Magic, Remove Curse, or the like is needed to remove the acid. Universal Solvent will remove it. It can be removed by the caster at any time with a flick of her finger.
The victim will IMMEDIATELY know the nature of the sludgy acid, and what it is going to do to him or her. The spell imparts that information itself. The clergy of Loviatar enjoy letting their victims have a chance to contemplate what the acid is going to do to them, before any actual physical harm begins.
At the time of casting, the caster names the delay time of the acid. This can be from instantaneous to 8 hours. Once the time is stated, it cannot be changed. At the end of the stated time, the acid goes to work.
Over a 2 to 8 hour period, the acid utterly destroys the area it covers. It does not destroy anything else, but that particular area is totally gone. Astronomical pain and severe system shock accompany this slow destruction. The target loses one quarter of his or her hit points, must save (best category) or lose 1 to 6 points of Constitution, and save (best category) or lose 1 to 6 points of Wisdom. Targeting certain areas can, in addition, force a save to avoid 1 to 6 points of lost Dexterity and/or 1 point of Charisma. For some reason, the acid cannot target the victim’s brain ... perhaps Loviatar wished the target to have all it’s mental faculties to understand just what had been done to it, with this spell.
The target must always save (best category) or be afflicted by a permanent, moderate to severe insanity. The save has a modifier of + 4 to - 4, depending on where this spell was targeted against him or her.
Finally, the target is incapacitated for as long as this spell is in effect. No walking, normal talking, spellcasting, fighting, observation, or coherent thinking, is possible while the victim enjoys the agonies of having a party of his or her body slowly incinerated by the vitrolic acid. Screaming is always allowed, of course.

The best part about this spell is what happens if a victim makes his or her saving throw, and is not affected by it.
The globby acid tries to materialize on the target and fails. Then, it materializes, on the person standing closest to the intended target. That person must save (best category) or his or her favorite body part suffers the fate intended for the original target (the DM chooses what is the favorite body part in this case, not the caster, since the spell did not affect the original target.)
If the person standing closest to the original target saves, the spell leaps to the next nearest person, who must then save. This continues indefinitely until someone fails his or her saving throw.
In other words, SOMEONE is going to get it. Someone, is going to be in a world of hurt. If not the intended target, then an innocent person.

Since the original target is not aware of this property of the spell, the FIRST TIME it is employed against him, there is no effect on his or her alignment or personality.
However, the target is made aware, by the spell itself, of it’s nature and intent (whether the save was made or not), and the target is ALWAYS aware of a second use of this spell against him or her (even if blind and deaf, but not if unconscious.)
When this spell is attempted a second time against a given target, he or she may WILLINGLY choose to forego the saving throw AND any spell resistance, and accept the impact of the spell - or he or she may attempt the save and/or employ spell resistance, and in making it willingly and knowingly dump the effects of the spell off on someone else.
This may or may not affect the alignment and personality of the target. It may or may not make the FRIENDS of the target happy or unhappy with him or her.

The clergy of Loviatar will ALWAYS throw a Regeneration to offset the effects of this spell, if the victim asks for one. The only price they ask is that the victim convert to the religion of Loviatar, take a solemn Oath to abide by the new faith (a ceremony under the supervision of the clergy of Loviatar), and adherence to the tenets of the faith thereafter. This will cause a change in alignment and eventually personality, if agreed to, of course.
If the victim of this spell attempts to seek healing elsewhere and succeeds in finding it (a Ring of Regeneration will not reverse this spell, by the way), the minions of Loviatar will be alerted to that fact. (Unless a mage cast the spell, in which case they will not know, and if they did know probably would not care.)
A Revenant will be raised by the clergy of Loviatar to seek out the person who dared to defy the will of Loviatar. The Revenant will take the victim, alive if possible, dead if not, and return him or her to a strong fortress controlled by the clergy of Loviatar.
There, the victim will suffer an Animate Dead or worse if taken dead by the Revenant, and if taken alive will be subjected to a slow and exceedingly painful death for his or her heresy, followed by Animate Dead or something of that nature.

If the target victim successfully saved, and the spell afflicted someone innocent, and that innocent finds healing from the effects of this spell, the clergy of Loviatar will not know of it, and no action will be taken at all.

This spell is regularly used by Loviatarian clergy of extremely high level (16th+) on each other.
For them, this spell is an ecstasy of delight, and if for some reason the high level cleric cannot handle the pain and goes insane from it, he or she will be healed, demoted, and his or her training in pain intensified, until this spell can be tolerated. (Of course, regeneration will be used on any cleric of Loviatar who receives this spell, whether they tolerate the pain or not. Loviatar expects her clergy to be useful, not crippled.)
Evasion of pain is not an option for the clergy of Loviatar. Only through transcension of pain can the ultimate triumph over themselves be obtained.
And as a result of this thinking of the dark faith, the casting of this spell on a non-believer is considered a gift, a blessing, a welcome to the exalted world of the specially blessed of Loviatar. Thus the name, Loviatar’s Gift.
It is quite rare for this spell to be used, by the clergy of Loviatar, in straight combat. After all, this spell is not really about killing anyone.

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LOVIATAR’S WILL

(This spell was meant to be digusting, sad, and horrible. Evil. No humor was intended here. Here is a spell for those with darkened souls and blackened hearts.)


Level 7
Spheres: Evil, Darkness, Pain, Destruction, Hatred, Anger, Fear
Range: Any being within sight range and within 1 mile, of which the slightest glimpse has been had up to 10 minutes prior to casting
Components: V, S
Area of Effect: One target creature of any size
Casting Time: 1 Action
Duration: See below
Saving Throw: See below
Spell Resistance: Normal

This spell is a much more powerful and destructive version of Loviatar’s Gift.
This is an Unholy Spell. Loviatar’s Will is strongly evil, the casting of it is an evil act, and no good being can attempt this spell. Neutrals do so at their peril; even one casting of this spell throws a deep shadow over that neutral, and multiple castings cause a change to evil alignment and a forced, involuntary change in personality.
When the spell description is considered, it seems unlikely a neutral would ever want to cast this spell, unless a strong desire for revenge, or strong hatred, or violent and irrational anger, had seized that neutral’s mind.

This spell works very much like Loviatar’s Gift. (see the spell above)
It produces an acid like that spell, the acid affects a chosen target, a specific part of the body is picked by the caster, and it must succeed with a Ranged Touch Attack to work. Also, the acid has a delayed reaction of instantaneous to 8 hours, as per the lesser spell.

However, the acid produced by this spell is much stronger magically.
Dispel Magic will not affect it, nor will Remove Curse. No spell of under 6th level will affect the acid or remove it, nor will spell-like effects from items of under 6th level affect it.
Monster powers of under 6th level (the DM must judge this, where it is in question) will not remove the acid.
Furthermore, once the acid goes to work, nothing can stop the pain afflicting the victim. The victim can be rendered unconcious, but will awaken in seconds from the pain. (In order to knock the victim out cold enough to render him or her beyond the reach of the pain, it is necessary to kill the victim.)
Cutting off the afflicted area of the body will NOT work - the acid will magically jump to the second most precious place on the target’s body, and continue it’s work.
Spells that numb parts of the body will work if they are 6th level or higher. 6th level spells or higher that remove magical effects (such as Mordenkainen’s Disjunction) will destroy the acid.
Spells that protect from acid will not work, regardless of their level, if cast after this spell is cast.
Powerful defensive spells, such as Prismatic Sphere, Anti-Magic Shell, and the like will block this spell (Mantle has a 50% chance of stopping it. Otherwise, it will penetrate that spell and work normally.)

The pain produced by the acid is astounding, pretty much beyond the imagination of those who are not so unlucky as to experience attacks of this kind. Being burned alive is a good comparison to what this spell feels like.
The acid takes 24 hours to complete it’s work (not the 2 to 8 for the lesser spell.) During this time, the victim is incapacitated. It is an Epic Feat of DC 80 (against Wisdom) for the victim to take any action while afflicted by this spell. A will save is necessary to avoid continual screaming, made every minute for the entire 24 hour period. (A successful will save stops the screaming, until the next minute arrives and another save must be made.)
Of course, the caster can choose to erase the acid from existence with a flick of his or her finger.

However, the profoundly evil nature of this spell is found in what happens if the target successfully saves.
With THIS spell, the target knows immediately upon the FIRST attempt to use Loviatar’s Will against him or her, what the spell is, what it does ... and what will happen if he or she succeeds in resisting it.
The target may choose to forego any save and any spell resistance, and accept this spell upon himself or herself, knowing fully well what that means; knowing just what is coming.
Or, the target may choose to make the attempt to save (using the best save possible, be it Will, Fortitude, or Reflex.)
If the target saves or employs spell resistance to stop this spell, it’s effect teleports - across the world if necessary - to the person or being most cherished in all the world by the target. The acid strikes this second target in the most painful, vulnerable, and harmful place possible.
And for this second target, there is NO saving throw. Spell resistance still works normally, if there is any, which means the target might or might not be affected ... certainly, the primary target will not know for sure!
So, if this spell targets a married man, perhaps his wife is the target. If it targets a married woman, perhaps her husband is afflicted. Or a special someone, if unmarried. Or a beloved child of the person targeted. Or a Familiar, if a wizard. A faithful and loving pet, a friend who saved the target’s life, a liegelord who has gifted the target with something special or made the difference in his or her life.
If the target has no family, friends, patrons or lieges, pets, or the like, this spell will next seek out and target the person or being the original target has done the most for. An orphan the target gave help to, a homeless person he gave shelter to, a wounded person he gave healing to. The feelings of the target towards potential victims are the primary means by which the spell selects the target; the stronger the target’s feelings, the more likely that being will be afflicted.
If, for some reason, the victim is unaffiliated with anyone (such as a person who has lived alone all his life) the spell will select an animal or sentient plant, or friendly creature the person has met (even if he or she only met that being once.)

The target creature will immediately and unerringly know who was afflicted by the spell, since he or she was not.
Choosing to avoid the effects of this spell is not a good act, obviously. Avoiding this spell’s effects could cause alignment or involuntary personality change. It will most certainly cause the target to suffer severe psychological trauma (if it does not, the DM is not doing his job.)
A paladin who refuses to accept the effects of Loviatar’s Will had better have a good reason for that refusal, or the character will lose his or her paladinhood.

The clergy of Loviatar who are of 20th level or higher, and who have attained Epic immunity to pain, will sometimes have this spell cast upon them, in a great and darkly grand ceremony of exaltation to the Goddess of Pain.
Otherwise, this spell is used for it’s obvious purpose: to truly punish, to truly hurt, to bring great and terrible suffering to the innocent.
The clergy of Loviatar never use this spell in straight battle. This spell is not about killing.

Unlike the lesser versions of this spell, no cleric of Loviatar will offer to ease the suffering of one they have afflicted with this spell.
However, if the target chooses to avoid the spell and makes his or her save, causing the spell to leap to the second and innocent person, the clergy of Loviatar will offer to allow the target to join their ranks.
If refused, they will sneer and allow the victim to go free, to face the consequences of not choosing to take the effects of this spell upon himself or herself.

Dark mages have their own version of this spell.
As with the clerical version, it is an Unholy Spell, and carries all the hazards of the clerical version. Quite a lot of Primordial Darkness briefly caresses a mage who employs this spell.

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LOVIATAR’S DOMINION

(I intended this spell to be frightful in the extreme, utterly devoid of humor, and the kind of threat that would terrify even high level characters who opposed the dark religion of Loviatar.)

Level 9
Spheres: Evil, Darkness, Pain, Destruction, Hatred, Anger, Fear
Range: 1 mile, reasonable knowledge of the target’s presence required, no actual detection required, extends to the astral, ethereal, out of phase, and temporal prime
Components: V, S
Area of Effect: One target creature of any size
Casting Time: 1 Full Round
Duration: See below
Saving Throw: See below
Spell Resistance: Normal

This is a far more powerful, and even more destructive, version of Loviatar’s Will and Loviatar’s Gift.
This is truly an Unholy Spell, in both it’s clerical and wizard forms. No good or neutral character can attempt it, and few would ever seriously consider committing such an appalling act as the casting of this spell. A person casting this spell will actually radiate evil, so strong are the Dark Forces drawn upon, and so hideous is the intent of the caster.

As with the lessen spells mentioned above, this spell requires a Ranged Touch Attack. Regardless of the distance to the target, and regardless of whether the target is physically detected, that target being is always considered to be at close range.
The caster uses this spell and his or her will and dark desire to hone in on the soul or spirit of the victim, so all that is needed is knowledge that the victim is actually present. Once the caster hones in on the target’s soul, he or she can see the target (body and soul) with absolute, frightful clarity.

Only a few special spells, such as Mind Blank (maybe), a properly worded Wish spell, and dweomers that shield the soul, have any chance of stopping this spell. A Periap of Proof Against Detection and Location will save the target from this spell.
Prismatic Sphere, Mantle, and similar physical defensive spells will not work. Anti-Magic Shell will not work. Dispel Magic, most certainly will not work. Even Contingency spells, will not work (the spell will simply chase the mage back to wherever and whatever state the Contingency spells leave him at/in.)
Even being in Temporal Stasis, trapped in a Mirror of Life Entrapment, hiding in a Bag of Holding, and the like will not protect the target creature, and Time Stop is rather quite useless - unless thrown on the attacking cleric, obviously.
Of course, Epic Spells created for the specific purpose of stopping this spell might work very well indeed. Artifacts and relics may protect against this spell.
Ironically, a being ensnared by a Trap the Soul spell is protected from this spell, along with one that has drawn the Void from a Deck of Many Things. It is indeed truly an ill wind that blows nobody any good.

This spell produces an spiritual vitrolic essence that attaches itself to the soul or spirit of the target being or creature. For the purpose of this spell, all living things and unliving things are considered to have a soul or spirit (except under the most EXTRAORDINARY of circumstances.)
The target creature will see himself or herself as being covered in acid. The target may attempt a save (use the best category, as per the lesser spells) and/or spell resistance against the attack. If successful, the spell is deflected from the target’s soul, the messy acid disappears, and the target is not affected ... not right then, at least.
The spell will inform the target that if it is resisted, it is going to affect the person or being most cherished by the target. The target will know this even as the acid tries to form upon his or her soul, and may choose to forego the save and/or spell resistance, thus taking this spell, knowing what is going to happen, what is coming.

If the target foregoes the save, he or she suffers the full effects of the spiritual acid.
Thereafter, the target is incapacitated (Epic DC 120 to act for one round, every round.) The pain of this spell dwarfs even that of Loviatar’s Will ... this is pain beyond all imagination. This is like burning in the deep pits of Hell. The target does not scream ... this pain is beyond mortal utterance.
There is no way to stop the pain. Rendering the victim unconscious will not help, for the pain is spiritual. Killing the target will not help, for the soul is the target, and it is not dead. Powerful healing spells are useless, for it is not the body that is afflicted, although the body certainly is feeling the pain.
Even Temporal Stasis will not stop the pain. The soul is in some ways outside of such realities as the time-space dimension, and the dark vitrol afflicting it is also beyond the physical realm.
A Wish spell will stop the pain, but will work properly only if the Wisher wishes it upon himself ... otherwise, the BEST result is that the Wish will cause the pain to affect a random creature.
A Mordenkainen’s Disjunction will stop the pain, if cast upon the target’s body. It has a 5% chance + 1% per level of the dark caster of killing the soul or spirit of the character, in the process.
An Epic Spell that is soul affecting or magic dispelling might halt this spell. It must overcome the dark spell itself, which has spell resistance equal to 10 plus the level of the caster of the Loviatar’s Dominion.

If the pain is halted quickly, the target loses half his or her hit points, and temporarily loses six points in all six stats.
Otherwise, the pain lasts for one day. At the end of that time, it stops, leaving behind a person forever scarred by it.
The being permanently loses between one quarter and three quarters of all hit points. Six to eighteen points are lost permanently from all six stats (Wishes and Epic spells can restore these losses.) The person is afflicted with permanent and extreme insanities of several kinds (healing spells of 6th level and greater will remove these, one by one.)
The being is incapacitated for anywhere from one week to ten years, depending on how much magical healing he or she receives afterwards, how strong in mind and body he or she was before this spell struck, and other circumstances related to trauma recovery.
Obviously, any magic or aid that helps the soul or spirit, will help the target being recover faster, since the injury is primarily to the soul or spirit, and only partially to the mind and body.
Regardless of help, the person will always remember the experience, and it’s effects and the memories of it’s horror will affect the rest of his or her life.
Needless to say, the character or being will not wish to undergo a repeat of this spell.

That’s if the person willingly allows himself or herself to be afflicted.
If the person chooses to save, that is an evil act, for the person is knowingly inflicting this horror upon a cherished innocent (only if that innocent is guarded by some extremely powerful defense, is there an exemption from this rule.)
The spell draws power from the evil act. It draws hideous might from the selfish (if understandable) choice of the character.
Then the spell attacks the soul or spirit of the cherished innocent. As with Loviatar’s Will, this will always be the most special and beloved person or being to the target creature, or if the target creature has no special or beloved creature it will be something that somehow causes anguish to the original target (if the original target is a mindless green slime that automatically attempts to repulse the attack, for example, the secondary target will be the unfortunate dwarf the green slime was about to fall upon, thus having supper.)

The innocent is allowed a save (although the spell will imply to the original target that no save is possible, within In Game terms). Use the best possible category of saves. The innocent does not realize he or she or it is under attack.
If the innocent fails the save, it not only suffers the entirety of the pain, but at the end of the 24 hour period it’s soul or spirit dies from the pain, and that creature is permanently destroyed.
The original target being is now evil. Whether he or she likes it, wants it, or believes it or doesn’t believe it, that is the new reality for him or her.

If the innocent makes the save, the spell rebounds with terrifically amplified force ... upon the original target.
This time, the original target being is entitled to no saving throw or spell resistance.
This time, the original target takes the full force of the spell, and at the end of the 24 hour period, the original target’s soul or spirit dies from the pain, and that character is gone.
This time, practically nothing - not even most Epic Spells - will stop this spell from running it’s course. Only Divine Intervention is a sure way to avoid the final fate decreed. (Getting Divine Intervention might be difficult, considering the character let the spell strike his or her most cherished Someone. Of course, Loviatar is sometimes open to pleas from the soul or spirit, if they are sincere and she has something to gain out of it. Other evil dieties might want a convert.)

The caster of Loviatar’s Dominion can end the spell, but it requires she throw a specialized 9th level version of Dispel Magic for even him or her to do it.
Of course, such an action will not be taken, unless something VERY GREAT is given first in exchange for such a favor.
Mercy, compassion, and remorse, are rare emotions among the clergy of Loviatar.

The terror of this spell would have prompted the archmages and high clerics of Faerun to devise counterspells, one might guess. One would be wrong, too.
The archmages and high clerics of Faerun are too busy watching each other to take the time to realize and appreciate just how great a threat the clergy of Loviatar have become, much less to do anything about it.
Thus, a true counterspell to this spell does not exist yet. Not at least, as far as the general spellcasting population is aware of.

The Chosen of Mystra ARE subject to this spell. There are few beings indeed who are somehow protected from the horror that the truly exalted of Loviatar are capable of inflicting.

There have been a few cases in recorded history of clerics of Loviatar willingly inflicting this spell upon themselves.
In most cases, it incapacitated even them, and Loviatar punished them for their failure to endure it (they most certainly did not obtain a second chance to have this spell thrown at them!)
However, in those extreme cases where the priest or priestess of Loviatar overcame the spell, finding pleasure in it’s immeasurable agony, it was the ultimate triumph of their faith. They are the great figures of legend among Loviarites, shining figures lighting the dark path for all others to walk down.
 
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I love the flavour text.

Unfortunately, the tendency is for these very cool, very powerful and very dark spells is to totally overdo it. Unfortunately, that has happened.

Let me just boil down the mechanical effects of the 9th level version:

If the target *makes* his save, he becomes Evil, and, depending on whether the secondary target makes the save or not, the secondary or primary target dies forever with no hope of restoration.

This, quite frankly, is of exorbitant power. This ought be an Epic spell with a DC well into the 100s. This spell is guaranteed to kill either the primary or secondary target, with no save, no HP cap, nothing. Furthermore, the primary target is almost certainly forced to become Evil.

Far too potent.

The 7th level version, and, to a lesser extent, the 5th level version are also of extreme potency. As a combat spell alone, they are phenomenally potent. Add in their scope for torture and such like, and the power of the spells is way out of line.

It's a shame, because these are well-thought-through and interesting spells. But for all the flavour, for all the interest and for all the RP potential, these spells fall at the first hurdle: BALANCE.
 

Ye gods...

Edena, these spells are patently insanely over powered. The first is at least three levels too low, the 2nd could qualify as a 9th level spell, and the rest are definately Epic with their DC's in the double digits and triple digits respectively. Very cool - But totally absurd.
 

I like the intent of these spells (-; but I must say that the limitations you have placed on the protection against them are plain silly:

You can counter a spell using dispel spells.

When in an antimagic field ALL magic ceases to function while in that area, so the spell has no effect while in a such.

Wall of Force will function as protection, unless the spells have some special way of finding the victim, which is higly unlikely for a ranged touch attack spell to have.

The jumping of the spell to the most dear one of the target is way too powerful. You should at least give the acid or whatever it is a speed, so that the characters may track it down and dispel it before it takes effect.

Anyhow: All of these things do probably not matter, as the spells cease to function as the caster of them is killed by the characters that are to face this vile caster.


Short answer: I must agree with the other poster's: The spells (unless the third level one) are way overpwered compared to the other spells present in the PHB.
 

A comparison of the power of these spells versus the power of spells I am familiar with is in order here.

The base spell for this purpose is Slay Living (as I remember that spell, at least.)
This spell is 5th level.
This spell requires a successful Touch Attack.
This spell allows a save.
This spell allows spell resistance.
This spell kills on a failed save, based on a Death Magic attack.
On a successful save, the target sustains 3 to 18 points of damage, based on a Death Magic attack.

The 5th level spell, Loviatar's Gift, involves the following:
This spell is 5th level, like Slay Living.
This spell allows a (requires a successful) Ranged Touch Attack, making it more powerful than Slay Living.
This spell allows a save, as per Slay Living.
This spell allows spell resistance, as per Slay Living.
This spell can be used to attempt to kill an enemy, but it will take some time to kill, regardless of what part of the enemy's body is targeted (even targeting the brain stem of the enemy will take some time to cause death.) This makes Loviatar's Gift weaker than Slay Living.
This spell can be countered, during the 2 to 8 hour period in which it is working, by a number of spells. Dispel Magic, Remove Curse, and many other spells will negate the acid. Anesthetize will stop the pain, along with rendering the target unconscious or placing the target into magical sleep.
This also renders Loviatar's Gift weaker than Slay Living.
This spell can be protected against by the prior casting of defensive spells that negate magic or protect from acid. This is on a par with Slay Living, which can be hedged out by defenses against Death Magic.

The odd point here is the concept of the magic leaping to another target.
As far as I know, this particular concept of spellcasting has not been well addressed, and there is some question concerning the power required to pull off such a stunt.

In the case of the 5th level Loviatar's Gift, the spell leaps randomly, to the nearest target, if the original target saves.
It cannot affect the spellcaster, but it can affect her allies.
It can only strike at any one individual once.
If it runs out of human/demihuman/humanoid targets in the immediate area, it will strike some unfortunate sentient plant or animal in all likelihood - if the casting was in a wilderness area. In a city, it will strike at the nearest unfortunate civilian.

I made an assumption that 5th level spellpower was the minimum requisite for this kind of leaping power for a spell.
It seemed to me that the power of the magic had to go somewhere. Yes, spells do dissipate when saved against, but it was a more appealing, dastardly (and darkly humorous) concept to have the magic strike something, if resisted by the one it was meant to affect.
Also, the spell leaves - in this case AFTER it is resisted - the knowledge of what it is, and what it DOES, with the target, so that he or she can choose to forego resisting a second assault by this spell.
THAT aspect of the spell is purely Loviaritan: it was built into the spell to produce pain in the target whether he was affected or not affected. Certainly, to produce pain in someone, and perhaps to create hard feelings within an adventuring party.
Definitely a spell for the DM's evil NPCs.

THIS spell is non-aligned, and any alignment can use it - although why a good aligned character would use this spell is beyond me.
Resisting this spell is not an evil act. However, it certainly might cause trouble amongst one's friends and allies. That was the intent of the Loviarites who designed it.

So, is this spell, Loviatar's Gift, stronger or weaker than Slay Living?
It is CERTAINLY a more vile, more putrid, spell than Slay Living .... and it was meant to be darkly humorous, whereas Slay Living is a straight to the point killing spell.
 

Loviatar's Will

How does one outdo a spell as vile as Loviatar's Gift?
I mean, after all, the spellcaster points, and a part of the target (an eye, a finger, or other selected spots) is covered in acid which slowly fries said spot over a 2 to 8 hour period.
How does one top that?

Well, comparisons with the 6th level Harm spell and the 7th level Destruction spell are in order.

The game designers saw fit to create a spell, with Harm, that:
Removes all hit points from the target except 1 to 4.
Allows no saving throw.
It requires a successful Touch Attack.

Harm is an AWFULLY powerful spell.
With Harm, my 11th level cleric can slap a 1,000 hit point monster, then with a mere punch for 3 hit points of damage down that monster for good.
Yes, we can Rule Zero that Harm allows a save, but the Game Designers have not done so, and Harm remains unaltered since it's creation.

Destruction is the reverse of Resurrection.
Now, I appreciate that Resurrection has changed in 3E. I am not familiar with the changes enough to comment on them - I am familiar with the old 7th level Resurrection.
The ORIGINAL Destruction spell allowed no saving throw.
The original Destruction not only killed the target and reduced it to dust, but effectively made it dead for 10 years per level of the cleric, thus preventing resurrection of the slain by any except a higher level cleric.

Harm and Destruction were the spells I had in mind, when I created Loviatar's Will, which is 7th level.

Loviatar's Will is much more powerful than Harm or Destruction in it's Range (which was designed to terrorize powerful enemies ... if the cleric of Loviatar managed to sight you, you could kiss it goodbye! Stay hidden, dummy!)
Loviatar's Will is much weaker than Harm or Destruction in that it will not kill at all unless a vital part (such as the brain stem) of the opponent is specified, and even then it will take hours to kill, whereas Harm and Destruction are instantaneous.

I did not believe the target should have an easy way out of this spell's effect, if the spell worked, and IC neither did the clergy of Loviatar.
Thus, unconsciousness is no protection.
Spells of 5th level and under are useless, including Dispel Magic and Remove Curse (however, a 6th level version of Dispel Magic or Remove Curse, easily researched, WOULD stop this spell.)
Cutting off the afflicted part would stop the pain with the 5th level spell, but not with this more powerful 7th level spell. It should not be easy, to evade the might of spells of this level!

The leaping effect of this spell is stronger than with the 5th level variant.
In this case, the spell forewarns the victim that it will leap if successfully resisted.
In this case, the spell attacks the person or being most cherished by the target. There is no saving throw for the secondary target ... just as Harm and Destruction allowed no save, but the ORIGINAL target IS entitled to a save.

Again, there is a long period (up to 24 hours) in which the effects of this spell can be halted, either for the original target or the secondary target.
It is difficult to stop the effects, but not impossible.

The clergy of Loviatar wanted to inflict psychological pain with this spell, and that was the purpose for which it was created.
It is not an effective killing spell whatsoever. If you take a look, it is a lousy spell for killing a foe (but it is a good spell for making your enemies really angry.)
It is a lousy choice for player characters of evil alignment (and an even worse choice for PCs of neutral alignment), but it is a good choice for certain evil NPCs, who come forward to bring terror and horror to the PCs and their allies - just the sort of thing Loviarites do.
After all, their creed is: rule through fear. The very real fear of very real pain.

This spell was meant to keep PCs sweating.
It is a dangerous world. There are enemies who can breach any castle wall, pierce magical defenses, break through armies and guardians.
The High Level Character must always be ready for battle, for trouble, for the attack out of nowhere.
If the High Level Character thinks THIS spell is bad, and is intimidated by it out of his wits, then he had better hang up his sword and staff, for there is much, much worse in the campaign setting than a mere terror spell like this.
 

Loviatar's Dominion

(regards the toy computer he is typing on coldly)

There is Game Balance, and then there are Archmages and Archmagistresses.
The two concepts, do not coexist.

When I was an active player, spell resistance was based on level.
For example, a 50% magic resistance (equivalent in 3E to a spell resistance of 10) would work like that against an 11th level opponent.
Against a 12th level opponent, magic resistance dropped by 5%, to 45%. In 3E, it would drop by one point, to 9.
So, against an 18th level archmage or archmagistress, it would drop to 15%, or 3 by 3E terms.
Against a truly competent archmage or archmagistress of, say, 25th level, it would drop to well below 0%.

So much for magic resistance. Or spell resistance. Or whatever you wanted to call it.
And so much for your character, if he or she was so foolish as to take on an archmage or archmagistress without proper preparation.

Consider the power of the 9th level spell Soulshatter (the spell from Relics and Rituals.)
This spell is the one that makes the target not merely dead, but truly sincerely dead.
It kills the target, and shatters the target's soul into dozens of pieces which fly around the world and hide themselves.
Finding the soul shards is very difficult, retrieving them more difficult, and unless all of them are brought back together, resurrection is not possible.
And importantly, someone out there in the designing world felt 9th level spells could affect the soul or spirit of an enemy.

Avissar's Bane was 9th level.
It allowed no save.
It could not be reversed by anything except a Wish or the death of the spellcaster (which is why it is called Avissar's Bane, by the way.)

Blade in the Soul allowed no save.
It requires the target to take a certain course of action, which can be self-destructive, or suffer 1d12 points of damage per caster level (so, at least 18d12 hp of damage would be incoming.)
If the damage killed the target, the target was returned as an undead who became fanatically loyal to his or her slayer.
Blade in the Soul was a ranged spell, too.

Therefore, with 9th level magic, it became possible for the clergy of Loviatar to create a spell to strike true TERROR into the hearts of even the mightiest of foes.
Loviatar's Dominion has a dark joke in it: the secondary target is allowed a save (certainly, the might of Loviatar's Dominion was sufficient to disallow a save, as the much weaker Loviatar's Will did ... but the clergy of Loviatar designed it to allow a save!)
Therefore, if the main target of Loviatar's Dominion - who is forewarned by the spell just what is about to be done to him or her - chooses to resist it, he or she does so knowing that his or her most cherished someone is going to get it instead.
Except, if that cherished someone MAKES the save, the spell rebounds on the main target, and it is enhanced by the selfish act (wouldn't you call it selfish, to inflict this kind of thing on a cherished innocent?) so that no save is possible, and the main target's soul perishes at the end of the 24 hour period!
Thus, the joke is on the main target. Had he or she accepted the attack, it would have hurt - oh Gods, it would have hurt! - but he or she would have survived, and could even have gotten help from allies to stop the pain (and thus, not suffer permanent stat losses and insanity.)
But no ... the main target choose to resist, knowing a cherished innocent would receive it instead, knowing it would kill the soul of that innocent ... but NOT knowing the innocent was entitled to a saving throw (in In Character terms, of course.)
So, when the innocent saved, and the spell rebounded on the main target ... well ... what can you say for one who'd so hurt and destroy someone he or she cherished?

The Clergy of Loviatar, depraved and dark, think this very humorous.
Others, think differently.
NO good or neutral character can use this spell, so it is off limits to most PCs.
Evil PCs who use this spell had better be prepared for retaliation - after all, what if the target is evil, decides to resist, succeeds, and the cherished someone happens to be the KING or QUEEN of a large nation, or perhaps a Chosen of Mystra, hmmm? (Or worse, some evil Lichlord or powerful monster ... imagine the tarrasque being accidentally struck by this spell. It will most CERTAINLY awaken, and it will most CERTAINLY want to kick some serious Faerunian butt, after being fried by this spell!!)

The point of this spell is not to kill.
The point of this spell, is not necessarily to be used at all.
The point of this spell, is to THREATEN.
The Clergy of Loviatar desire dominion over all others, to crush free will out of the minds of sentient beings, to use fear of pain as a weapon to subdue all.
This spell is a good example of that kind of thinking put into action.

Any high level character who takes on the clergy of Loviatar should be suitably protected, and have created counterspells to resist the kind of attacks they will levy against him or her.
Otherwise, if PCs insist on taking on Loviarite high clerics, archmages, and archmagistresses, without the proper preparation, without respect for the enemy, without respect for the power of magic, they will suffer the fate decreed.
If they survive this spell, and are healed of it's effects, they will have learned respect and appreciation for the enemy and their magic!

Heck, MY most powerful character, Edena, is respectful and well aware of the threat these people pose.
He does not take archmages, archmagistresses, and high clerics for granted.
He does not, anymore than he takes Larloch, the phaerimm, the Shade, or the Sharn for granted.
 

Loviatar's Gift, tweaked by a geek

Here's my take on the spell, more 3e style, more balanced. This is NOT a conversion of the spell! This is my own reinterpretation on it. All credit goes to Edena for the concept.

----

Loviatar's Gift [Evil]
Level: Pain 5
Components: V, S, M
Casting Time: One action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: See text
Saving Throw: Fortitude Partial
Spell Resistance: Yes

The character conjures a glob of purplish sludge the size of his fist and hurls it at a target. This requires a successful ranged touch attack. Upon being struck, the target is instantly given (without save) a surge of divinely inspired insight revealing the effects of the spell to him.
Upon being struck, a target may attempt a Fortitude save. A successful save causes the acid to jump through the air to a new target of the casters within medium range of the target. The spell caster makes another touch attack to strike the next target, who also gets a saving throw. No more than one target per caster level can be attacked in this fashion. The spell ends upon running out of targetting attempts or targets.
Upon a failed save, the sludge adheres itself to the current target, dormant, for up to one hour per caster level or until the caster wills it to activate, whichever comes first. It adheres itself to a specific part of the targets external anatomy, chosen by the caster, limited to an eye, an ear, a nose, a tongue, a finger, a toe, or the genitals. After that, it begins to sear the target with acid for up to one hour per caster level or until the caster dismisses it. For the duration of the effect, the target is Nauseated with agony, but can attempt a Fortitude saving throw each round to negate the agony for a single round. Each hour, the target takes 1 point of Constitution damage, Fortitude save negates. At the end of the spells effect, the targeted body part is entirely seared away by acid, and can only be healed by a Regenerate or equivalently powerful magic.
The spell is considered a curse and cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. The spell can also be ended prematurely by removing the affected body part.
Material Component: A drop of blood bled during torture.
 
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Comments on Anabstercorian's version of Loviatar's Gift

Hey there, Anabstercorian! How are you doing, my friend?
(fondly remembers the IRs that Anabstercorian participated in, and all the neat things Anabstercorian did)

It is good to see you again. :) :) :)

- - -

(rueful look)

As Anabstercorian's text proves, I do not know my 3rd Edition terminology very well.
It is an unfortunate fact that Dungeons and Dragons came into it's full golden glory (3rd Edition, the Open Gaming Licence D20 Settings, etc.) came about after I stopped frequently gaming.
Ah me ... (sighs a bit sadly)

- - -

The concept of Loviatar's Gift striking a selected part of the target comes from an even lower level spell, known as Loviatar's Ultimatum, which I dreamed up out of purely dark, dastardly humor.
The details of that spell are on Nutkinland: If I post them here, I do believe Eric's Grandmother will throw a fit at me.

Obviously, the ability of any spell to strike (automatically!) any chosen part of a target is a powerful ability.
Take that power away, and you weaken the spell, obviously - take that power away from this spell, and you partially take away the point for which it was created.

Loviatar's Gift was never meant to kill. Very few spellcasters are going to understand human anatomy, and know to throw it on the brainstem, heart, or other vital organ.
It was meant to be thrown at ghastly, but survivable, targets, such as an eye, a finger, private places, the tongue, an ear canal, or other visible (well known to all) region of the body.

Loviatar's Gift was never meant to inflict enough damage, via hit points of damage, to kill. It was not meant to be able to kill even a common person or a small animal.
I am not certain what Constitution Points of Damage are, though. Are these temporary damage points?

Loviatar's Gift is most CERTAINLY a curse.
Thus, I thought Remove Curse, or it's 3E equivalent, would thus remove the effect.
Any spell that deadened pain would be helpful.
Putting the target in a magical sleep, or knocking the target out cold, would help.
Removing the afflicted region would halt the effect (A Ring of Regeneration would be useful here.)
Since it IS a curse, protection from acid spells will not work unless cast prior to this spell being cast.

If the caster must throw the acid, then I would guess armor, cloaks of protection, and heavy normal clothing might deflect or absorb the attack (although they might well be destroyed in the process.)
Unless the caster is not really throwing the acid - he tosses it, and the power of the curse guides it unerringly to it's target ... but to be able to leap from target to target, the acid must effectively teleport (or dimension door, or the equivalent.)

So I ask:

In your version of Loviatar's Gift, Anabstercorian, does the acid teleport (or the equivalent of teleport, via the innate nature of the curse that this spell is) to the main target, then teleport to the next target, and so on?
Or does it require an actual accurate throw by the caster, to hit the main target, and then the acid teleports or the equivalent?
Can the acid affect a specific body part, or is this spell of yours like Magic Missile, which cannot target any specific area?

In my version of Loviatar's Gift, the acid actually manifests itself on the target, with no physical throwing needed.
The acid, since it is a curse, cannot be removed except by magic.
However, the acid will not eat it's way through armor or other protections (thus destroying them) since it bypassed them altogether, and can affect only one place on the target (regardless of how many people touch it, or what is used to touch it or otherwise affect it.)

Your spell is a good one, Anabstercorian.
It is, however, a very different spell from the original, if it cannot be used to affect a specific body part.
 

Some questions

I guess Loviatar's Gift begs some questions:

How high in level must a spell be before it can begin affecting a specific part of a target, rather than simply affecting the whole target?

How high in level must a spell be before it can leap even once?
How high in level must a spell be before it can leap multiple times?
How high in level must a spell be before it can leap truly great distances (such as, across the world) ?

How high in level must a spell be before it can leap without losing potency with each leap, assuming such a thing is possible at all?

How high in level must a spell be before it can automatically bypass normal clothing, normal armor, then magical armor, cloaks and bracers and other magical items of protection?

How high in level must a spell be to produce an effect on the target that cannot be removed or halted by normal physical means?
 

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