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*Dungeons & Dragons
too few 2nd level arcane enchantments
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<blockquote data-quote="Cheiromancer" data-source="post: 81742" data-attributes="member: 141"><p>Part of the problem is that fear based effects are necromantic effects, not enchantment effects. Which doesn't really make sense- if making a creature friendly to you is an enchantment, why shouldn't making it fearful of you also be an enchantment?</p><p></p><p>And the "buff' spells which improve mental qualities could arguably be enchantments, not transmutations. At least Relics & Rituals thinks so. And spells like Bestow Curse.</p><p></p><p>Oh, well. Here are some I made up- the first is like a charm crossed with enthrall, with a few elements of Hypnotism and Tasha's Hideous Laughter thrown in.</p><p></p><p>The others are "buff" spells that work by clearing the target's mind. </p><p></p><p></p><p><strong>Co-opt</strong></p><p>Enchantment (Charm) [Mind-Affecting]</p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Medium (100 ft. +10 ft./level)</p><p><strong>Area:</strong> All living creatures within a </p><p>15-ft.-radius burst</p><p><strong>Duration:</strong> 1 hour/level</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>Affected creatures react to you in a more friendly manner. They are treated as having an attitude of helpful for the duration of the spell (see DMG 149 for information on NPC attitudes). A creature with 5 or more hit dice or a Wisdom of 16 or higher has an attitude of indifferent. Those of a different type (humanoid, abomination) than you gain a +4 bonus to the saving throw. If the creatures are currently being threatened or attacked by you or your allies, they receive another +4 to their saving throws.</p><p></p><p>If those not affected by the spell have unfriendly or hostile attitudes towards you, they may collectively make a Charisma check to try to end the spell. The check is based on the character with the highest Charisma and has a +2 bonus for each other character who can make a Charisma check of 10 or higher. The spell ends the spell if it beats your opposed Diplomacy check. Only one challenge is allowed per use of the spell.</p><p></p><p>Acts by you or your allies which threaten a co-opted creature automatically break the spell for that creature. All other co-opted creatures who witness this unfriendly act gain a new saving throw to resist the spell.</p><p></p><p><strong>Rogue’s Wit</strong></p><p>Enchantment (Charm) </p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Area:</strong> Creature touched</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>This spell removes hesitations from a character’s mind, enabling her to react swiftly and surely in the face of danger. While <em>Rogue’s Wit</em> is in effect, the character retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She may take attacks of opportunity even while flat-footed. Attackers on opposite sides of her do not receive flanking bonuses (and thus cannot sneak attack). However, a rogue of at least 10th level flanks and sneak attacks the character normally.</p><p></p><p><strong>Ignore Distraction</strong></p><p>Enchantment (Charm)</p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Area:</strong> Creature touched</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Will negates </p><p><strong>Spell Resistance:</strong> Yes </p><p></p><p>This spell enables a character to use her skills reliably even under adverse conditions. A character under the effect of an <strong>Ignore Distraction</strong> may take 10 with any skill check, even if stress and distractions would normally prevent her from doing so.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 81742, member: 141"] Part of the problem is that fear based effects are necromantic effects, not enchantment effects. Which doesn't really make sense- if making a creature friendly to you is an enchantment, why shouldn't making it fearful of you also be an enchantment? And the "buff' spells which improve mental qualities could arguably be enchantments, not transmutations. At least Relics & Rituals thinks so. And spells like Bestow Curse. Oh, well. Here are some I made up- the first is like a charm crossed with enthrall, with a few elements of Hypnotism and Tasha's Hideous Laughter thrown in. The others are "buff" spells that work by clearing the target's mind. [b]Co-opt[/b] Enchantment (Charm) [Mind-Affecting] [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 action [b]Range:[/b] Medium (100 ft. +10 ft./level) [b]Area:[/b] All living creatures within a 15-ft.-radius burst [b]Duration:[/b] 1 hour/level [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes Affected creatures react to you in a more friendly manner. They are treated as having an attitude of helpful for the duration of the spell (see DMG 149 for information on NPC attitudes). A creature with 5 or more hit dice or a Wisdom of 16 or higher has an attitude of indifferent. Those of a different type (humanoid, abomination) than you gain a +4 bonus to the saving throw. If the creatures are currently being threatened or attacked by you or your allies, they receive another +4 to their saving throws. If those not affected by the spell have unfriendly or hostile attitudes towards you, they may collectively make a Charisma check to try to end the spell. The check is based on the character with the highest Charisma and has a +2 bonus for each other character who can make a Charisma check of 10 or higher. The spell ends the spell if it beats your opposed Diplomacy check. Only one challenge is allowed per use of the spell. Acts by you or your allies which threaten a co-opted creature automatically break the spell for that creature. All other co-opted creatures who witness this unfriendly act gain a new saving throw to resist the spell. [b]Rogue’s Wit[/b] Enchantment (Charm) [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Area:[/b] Creature touched [b]Duration:[/b] 1 minute/level [b]Saving Throw:[/b] Will negates (harmless) [b]Spell Resistance:[/b] Yes (harmless) This spell removes hesitations from a character’s mind, enabling her to react swiftly and surely in the face of danger. While [i]Rogue’s Wit[/i] is in effect, the character retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. She may take attacks of opportunity even while flat-footed. Attackers on opposite sides of her do not receive flanking bonuses (and thus cannot sneak attack). However, a rogue of at least 10th level flanks and sneak attacks the character normally. [b]Ignore Distraction[/b] Enchantment (Charm) [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Area:[/b] Creature touched [b]Duration:[/b] 1 minute/level [b]Saving Throw:[/b] Will negates [b]Spell Resistance:[/b] Yes This spell enables a character to use her skills reliably even under adverse conditions. A character under the effect of an [b]Ignore Distraction[/b] may take 10 with any skill check, even if stress and distractions would normally prevent her from doing so. [/QUOTE]
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