Two money related spells

The Grumpy Celt

Banned
Banned
Crazy Money
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 4, Sor/Wiz 4.
Components: S, V, M.
Casting Time: 1 standard action.
Range: One creature; see text
Target: Individual.
Duration: 1d4 hours.
Saving Throw: Will negates.
Spell Resistance: Yes.

This is a curse that may be placed on money, causing the next person who touches the money to be overcome with an irrational compulsion to spend lots of money quickly.
The curse is placed on money – a number of different coins equal to the casters level – and the next person to handle any of those coins must make a will save. If they succeed, they suffer no ill effects and the coins retain the curse. If the will save fails, the person is overcome with a desire to spend all of the money they have access, to without violating their alignment, as quickly as possible, during the next 1d4 hours.

This spell is available to clerics of evil deities of greed, including but not limited to Mammon.

The material component is the money used to transmit the curse.

Passing Wealth
Conjuration
Level: Cleric, Sor/Wiz 6.
Components: S, V, M.
Casting Time: 1 action.
Range: Self or touch.
Target: Self of one individual.
Duration: Special.
Saving Throw: None/Will negates.
Spell Resistance: Yes.

This spell, while quite painful, allows a person to create and pass a limited amount of gold coins when they are attempting to relieve themselves.

This spell allows the subject of the spell to produce 1d2+2 (per level of the caster) gold coins. However, this requires 10 minutes per coin produced and causes pain so intense and debilitating that the subject may take no other actions and are considered prone for the duration. Further, for a 1d8 hour after they spell has ended, the character will still suffer a –3 to all actions and automatically loses initiative, owing to lingering pain. Lastly, the coins generated will be in an unhygienic state and will need to be cleaned. This spell can be used as a touched based attack, if they fail their will save, they will be subject to the spell the next time they attempt to relieve themselves.

This spell is available to clerics of evil deities of greed, including but not limited to Mammon. The material component is the cast must eat a gold coin.
 

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That first one seems solid, though the target should be "number of coins equal to the caster level".

You might also indicate that the coins radiate with magic when detected for the duration.


That second spell is just weird... and really weak for a 6th level spell.
Why such an odd number? 1d2+2 per level? That's weird. Just make it 2 per caster level. Or, 1d4 per caster level. I assume the spell is high because the coins are permanent? Maybe the coins could be temporary? Like, lasting one day per level, or something?
And is there a particular reason why the caster has to defecate them?!?
 

I take it, based on this and the Lead ooze that you're running some sort of currency-based game. :)

I've always liked the idea of special magic coins that did something particular interesting. Most players never think twice about coinage. Sounds like a neat concept, what you have cooked up here.

Coinage defecating priests of a god of greed is a little weird, though, I have to admit. :)

You could use something like this, too, perhaps:

Shiny Copper
Enchantment [Mind-Affecting]
Level: Cleric 0, Sor/Wiz 0, Brd 0.
Components: S, M.
Casting Time: 1 standard action.
Target: 1 coin per caster level
Duration: 1 minute per caster level.
Saving Throw: Will negates.
Spell Resistance: Yes.

This spell enables the caster to fool someone into believing that a coin or coins is of a value greater than it actually is when presented as tender for an exchange. The greater value is one level higher in the currency system. So, copper coins could be passed off as silver, and silver as gold, etc. For example, the caster could present 20 silver coins as payment for a 20 gold piece item. If the merchant fails his or her save, they will receive the payment believing that the coinage is 20 gold. This spell affects only the target, and not those who witness it. So, care should be given to those who would cast it on merchants in crowded areas.
Material Components: the coins being presented.


Maybe it should be an illusion... hmm.
 

die_kluge said:
I take it, based on this and the Lead ooze that you're running some sort of currency-based game

Actually, I'm working on a short game supplement focused on money, banks, stock exchange and so forth for D&D 3.5. It's only 8,000 words long and these spels and the monster are just part of it.

I like your spell but it's not mine so I won't used it in this work.
 
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