Spells of the Lydian Faithful, Part 1
Date: Tue, July 02, 2002
Topic: Spells of Oerth


Many wizards and sorcerors neglect the power of song while pursuing their art, but in the echoing halls of Lydia's temples, the art of song magic is alive and well. Here is a sampling of some of the unique magics employed by her followers.

Author:chatdemon

Spells of the Lydian Faithful
Part 1
By: chatdemon (corndemon@hotmail.com)
(Used with permission, do not redistribute without the express consent of the author)

In all of the following spells, the verbal component involves song, and the somatic component is either playing an instrument or dancing. The caster must make a perform check (DC 10) for each V and S component of the spell in order to successfully cast it.

Ambience
Abjuration [Sonic]
Level: Bard 4, Music 4
Components: V, S
Casting Time: 1 action
Range: 0
Area: 10 foot radius per caster level
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

Your music creates an aura of sound that prevents other sonic and music based effects from functioning. Once the spell is cast, the duration must be maintained by spending a free action each round to continue the song. No other spells or magical effects may be initiated by you while maintaining the song.
Any creatures in the area of effect who would be effected by a sonic or musical attack may add your number of ranks in perform to their saving throw against the effect. Existing effects, those cast before you initiate the Ambience, are not dispelled, but are prevented from taking further effect. The effects of this spell stack when cast in conjunction with other casters.
Since this spell blocks helpful sonic effects as well as harmful ones, a saving throw is allowed to avoid the effect

Fortitude of the Song Maiden
Abjuration
Level: Cleric 3, Paladin 4, Music 2
Components: V, S, M
Casting Time: 1 round
Range: 0
Area: 5 foot radius per caster level
Duration: 1 round per 3 caster levels
Saving Throw: None
Spell Resistance: No

You can invoke, through chanting the hymns of the Lydian faith, an aura that protects those within it from hostile Divine effects. All good aligned creatures within the area of effect gain a +2 circumstance bonus to their saving throws and spell resistance checks against Divine magic invoked by non-good creatures (including spells and Divine item effects, and Divine powers such as the Blackguard's Aura of Despair ability). You must spend one partial action each round to maintain the duration, and may not activate any new spells or magical effects while doing so. The material component for this spell is a holy symbol of Lydia, which is not expended.

Merriment
Enchantment [Mental]
Level: Bard 5, Music 4
Components: V, S
Casting Time: 1 round
Range: earshot (generally 25 feet)
Target: One creature capable of hearing the song
Duration: 1 day (24 hours)
Saving Throw: Will negates
Spell Resistance: Yes

You summon forth the essence of song, causing the target to sing and dance robustly for the duration of the spell. Normal activities are not prohibited while under such influence, the target simply incorporates song and dance into his activities (picture a scene from a musical). Activities that require precise dexterity, speech or concentration are hindered however. The target's speed is reduced by 25%, and suffers a -2 penalty to his armor class. Use of skills requiring dexterity (such as lock picking or craft checks) are doomed to fail 50% of the time, as well are skills that require speech (such as Bluff, Intimidate or Diplomacy) given a 50% chance of failure.
Spells with verbal or somatic components fail 33% of the time, and spells with both verbal and somatic components 66% of the time.
This spell is usually cast during festivals and parties, to liven up a surly guest, but the tactical uses are obvious. It is said that this spell is a favorite of the Archmage Otto, whose Irresistable Dance is likely a powerful variant of this magic.

Song of Fortubo
Evocation
Level: Bard 6, Music 6, Earth 5
Components: V, S, M
Casting Time: 1 action
Range: 0 (centered around caster, who is unaffected)
Area: 5 foot radius per caster level
Duration: Instantaneous
Saving Throw: Ref (to remain standing)
Spell Resistance: No

Your song evokes the might of Fortubo, causing the very ground to tremble beneath your feet. All creatures within the area of effect of this mini earthquake suffer 2d6 points of damage and must make a Ref save (DC 15) to remain standing. Creatures with an elemental earth aspect (such as Pech and Earth Elementals) are not affected.
The material component for this spell is a handful of powdered granite, which is sprinkled in a circle around your feet as you cast.

Song of Wee Jas
Evocation, Necromancy
Level: Music 9, Death 9
Components: V, S, M
Casting Time: 1 round
Range: 0
Area: 5 foot radius per caster level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your song invokes an aura of pure positive energy that is the bane of all the walking dead. All undead creatures of hit dice less than 1/2 of your total level are instantly destroyed. Undead with 1/2 to equal your level in hit dice suffer 10d4 points of damage. Undead of hit dice greater than your level, as well as clerics and blackguards of the gods Kyuss and Nerull are subjected to the effects of a protection from evil when dealing with you. Any spellcaster, arcane or divine who has the knowledge and ability to cast Animate Dead or similar undead creating spells suffer 3d6 points of damage and are affected by the same protection from evil above. This includes the caster if applicable.
The material component for this spell is a platinum holy symbol of Wee Jas that has been Blessed by a Jasidan cleric of at least 15th level. This item is destroyed upon casting of this spell.
Song of Kord
Evocation
Level: Music 2, Strength 1
Components: V, S
Casting Time: 1 action
Range: earshot (25 feet usually)
Target: One creature
Duration: 3 rounds
Saving Throw: None
Spell Resistance: No

Your song inspires a burst of strength in the recipient. The target of this spell gains a temporary +2 bonus to all strength and strength related checks. You must spend 1 free action per round chanting to maintain the duration, and cannot initiate spellcasting or activating other magic effects while doing so.
Song of Lendor
Alteration, Chronomancy
Level: Music 6, Bard 6
Components: V, S, M
Casting Time: 1 round
Range: 0
Area: 5 foot radius per caster level
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: Yes
Your song causes a local ripple in the flow of time, affecting the creatures around you. Creatures of good alignment are subject to the effects of the Haste spell, while creatures of evil alignment are affected by the Slow spell. Nuetral aligned creatures are not affected by this spell. The material component for this spell is a handful of sand from an hourglass that is at least 50 years old.

Song of Beltar
Enchantment [Mental]
Level: Music 4, Bard 4
Components: V, S
Casting Time: 1 action
Range: earshot (25 feet usually)
Target: One creature capable of hearing the song
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: No

Your song invokes the nightmares and fears of the target creature, amplified by the echoing terror of Beltar's pit. The target is overcome by horrid panic and flees at full movement rate for 1 round, invoking attacks of opportunity as appropriate. Creatures of good alignment recieve a +4 bonus to their saving throw against this spell, while creatures of evil alignment suffer a -4 penalty.


Wizard, Sorceror, Bard, Cleric



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