Enchantment/Charm [warding]
Level Magic-user 8
Components V, S, M
Casting Time 1 hour
Range 30-ft.
Area of Effect One object or an area up to one 10-ft. cube per caster level
Duration 2 hours per caster level
Saving Throw -2 save vs. Spell (save for partial)
This spell wards an object or area against touch or intrusion from a specific type of creature.
Prior to spell casting, the spell caster must note the type of creature to ward against:
A specific kind of creature must be named not simply a creature type. e.g. Red dragons, manticores, humans, ghouls, or orcs. Creatures with the same statistics (exact or very close, per them) can be affected. e.g. "Elves" will affect all full blooded surface elves, but not dark elves.
Otherwise, the spell caster can specify a particular alignment. The alignment must be specified to an exact nature. e.g. Lawful Good, Chaotic Evil, or True Neutral.
Each antipathy spell can be keyed to either one specified creature or one specified alignment.
Material components must include some item or material that the creature hates or is anathema to one of the specified alignment. e.g. A slave's manacles if keyed toward Chaotic Good.
Effect
If cast on an object, any creature of the kind specified by the caster attempting to touch* the object must roll a save or be overwhelmed with feelings of revulsion. This state will cause the affected creature to avoid the object at all costs, becoming hostile if an ally takes it up and brings it close. The affected creature will not knowingly come within 10 feet of the object going forward (and can feel the object's presence even if hidden**). See Successful Saves below.
If cast on an area, any creature of the kind specified by the caster attempting to enter the area must roll a save or be overwhelmed with feelings of revulsion. This state will cause the affected creature to avoid the area at all costs, becoming hostile if an ally tries to force them through it. The affected creature will not knowingly come within 10 feet of the warded area going forward (and can feel the area even if blindfolded). See Successful Saves below.
* Touch includes using gloves, or devices to prod/move, or even use of spells—including conjured servants, telekinesis, etc.
** The object must be on the same plane as the affected creature. Thus, a warded object in a bag of holding will not cause the affected creature distress or can it be detected.
Successful Saves
Creature (of the kind specified by the caster) that makes it's saving throw, will still be partially affected:
For each round in contact with the warded object or area, the creature will lose 1 point of Dexterity to a maximum of 4 points of Dexterity loss (or Dexterity of 3) per instance of the spell.
The Dexterity loss is recovered after 2 hours per caster level. If the spell (somehow) lasts longer than the Dexterity loss, reentry or repeated touching will repeat the Dexterity loss (to the maximum effect).
Material Components. A lump of alum soaked in vinegar plus the materials mentioned above. The materials are consumed during the casting. Cost/Scarcity. 100 g.p. for the alum/Rare.
Known Substitutions. Objects or items particularly reviled by the creature may further penalize the saving throw (per the GM). e.g. a giant slaying sword used to ward fire giants.
Enchantment/Charm [warding]
Level Magic-user 8
Components V, S, M
Casting Time 1 hour
Range 30-ft.
Area of Effect One object or an area up to one 10-ft. cube per caster level
Duration 2 hours per caster level
Saving Throw -2 save vs. Spell (save for partial)
Prior to spell casting, the spell caster must note the type of creature to ward against:
A specific kind of creature must be named not simply a creature type. e.g. Red dragons, manticores, humans, ghouls, or orcs. Creatures with the same statistics (exact or very close, per them) can be affected. e.g. "Elves" will affect all full blooded surface elves, but not dark elves.
Otherwise, the spell caster can specify a particular alignment. The alignment must be specified to an exact nature. e.g. Lawful Good, Chaotic Evil, or True Neutral.
Each sympathy spell can be keyed to either one specified creature or one specified alignment.
Material components must include some item or material that the creature desires or is prized by one of the specified alignment. e.g. A paladin's heart if Chaotic Evil.
Effect
If cast on an object, any creature of the kind specified by the caster attempting to touch* the object must roll a save or be overwhelmed with feelings of desire for it. This state will cause the affected creature to keep the object on their person at all costs, becoming hostile if any creature attempts to separate them from it. If the item is something the creature can don or consume, they will don or consume it immediately. If the affected creature is separated from the object, they will seek it out over the duration of the spell (and can feel the object's presence even if hidden**). See Successful Saves below.
If cast on an area, any creature of the kind specified by the caster entering the area must roll a save or be overwhelmed with feelings of happiness and well being. This state will cause the affected creature to seek to stay in the area at all costs, becoming hostile if an ally tries to force away from it. If the affected creature is separated from the area, they will seek to return over course of the duration of the spell. See Successful Saves below.
* Touch includes using gloves, or devices to prod/move, or even use of spells—including conjured servants, telekinesis, etc.
** The object must be on the same plane as the affected creature. Thus, a warded object in a bag of holding will not be detectable by the affected creature.
Successful Saves
Creature (of the kind specified by the caster) that makes it's saving throw, will still be partially affected:
A creature that makes its save can handle the object and set it down or give it to another. Otherwise, they can leave the area without hindrance.
However, the feelings of desire for the object or to be in the area is so strong, another save must be made 1d6 x10 rounds later or the creature will seek out the object or area as per above. A second successful save allows the creature to shake off the effect.
A creature that handles the object or re-enters the warded area after a second successful save must begin the saving throw procedure again.
Material Components. A drop of honey, crushed pearls, plus the materials mentioned above. The materials are consumed during the casting. Cost/Scarcity. 1,000 g.p. minimum for the crushed pearls/Uncommon.
Known Substitutions. Objects or items particularly desired by the creature may further penalize the saving throw (per the GM). e.g. a cloak of elvenkind used to attract elves.