Archives Fellow Travelers Voices of Reason Where am I? Making Fantasy a Reality The Guild Companion Please vote for us once every day by clicking here!

Wearer Mastery (Special List)

Copyright Robert Wenner ©2001

Edited by Lowell R. Matthews for The Guild Companion

Note: This spell list is designed to enhance the abilities of intelligent, self-willed magic items, especially rings, to influence their wearers or users. As such, spells on this list marked with the number symbol (#) cannot be cast when the ring is not in contact with an intelligent being, i.e., it has no wearer. Those spells marked with the section symbol (§) incur an additional +20 ESF modifier to the ring's casting attempt if cast when the ring has no wearer.

 

Class

Area of Effect

Duration

Range

 1—Unattractivity *

FM*

special

1 min/lvl

self

 2—Attractivity *

FM*

special

1 min/lvl

self

 3—Glue *#

FM*

wearer

1 min/lvl

touch

 4—Call Wearer I c

M

10' R/lvl

1 min/lvl (C)

self

 5—Slipping #

U

self

1 rnd

self

 6—

       

 7—Perceptions §

U

self

1 min/lvl

self

 8—Wearing Suggestion c

M

1 target

1 min/lvl (C)

10'/lvl

 9—Sense of Smell c§

U

self

1 min/lvl (C)

self

10—Ring Invisibility §

F

self

24 hr or V

self

11—Call Wearer II c

M

100' R/lvl

1 min/lvl (C)

self

12—Sense of Touch c§

U

self

1 min/lvl (C)

self

13—Sense of Hearing c§

U

self

1 min/lvl (C)

self

14—

       

15—Sense of Sight c§

U

self

1 min/lvl (C)

self

16—Sense II c§

U

self

1 min/lvl (C)

self

17—

       

18—Sense III c§

U

self

1 min/lvl (C)

self

19—Call Wearer III c

M

200' R/lvl

1 min/lvl (C)

self

20—Sense True c§

U

self

1 min/lvl (C)

self

25—Call Wearer True c

M

200' R/lvl

1 min/lvl (C)

self

30—Perceptions True §

U

self

1 min/lvl

self

50—Dominate Wearer *#

M*

wearer

V

touch

1—UNATTRACTIVITY (FM*): The ring-caster appears unattractive to all intelligent beings nearby. This is a special illusion having both physical and mental components that gains a special +25 RR versus attempts to Detect or Dispel it.

2—ATTRACTIVITY (FM*): As Unattractivity, except the effect is the opposite, i.e., the ring appears attractive.

3—GLUE (FM*#, RR Mod –10): The target wearer must make two separate RR's (each at –10) against the mental and physical components of Glue. If the wearer fails the mental RR, he will not voluntarily remove (or otherwise put away) the ring-caster, and will actively resist attempts by others to remove it. If the wearer fails the physical RR, the ring becomes bonded to his flesh and cannot be removed by anyone without serious physical injury to the wearer.

4—CALL WEARER I (Mc): The ring-caster sends out a mental beacon to attract the notice of all intelligent beings within the area (+100 to Perception).

5—SLIPPING (U#): The ring-caster grows and lubricates itself enough to attempt to slip off the wearer's finger without notice (–50 to Perception).

7—PERCEPTIONS (U§): Gives a ring-caster that would otherwise lack sensory abilities muffled perceptions (hearing, sight, smell, and touch, as applicable). Its use requires the ring-caster to make an orientation roll, and all Perception rolls enabled by this spell are at –50.

8—WEARING SUGGESTION (Mc, RR Mod –10): The ring-caster sends out a powerful mental Suggestion to the target, an attempt to persuade him to wear the ring-caster. If the target yields to the Suggestion, he will take whatever actions are necessary, such as moving to and picking up the ring-caster or removing other rings, for him to wear the ring-caster.

9—SENSE OF SMELL (Uc§): Gives the ring-caster a fully functional sense of smell, allowing normal smell Perception rolls.

10—RING INVISIBILITY (F): As Unseen I on the Closed Essence "Invisibility Ways" list (level 2), but the target must be the ring-caster. "[The ring] is made invisible... until 24 [hours] pass or the [ring] is struck by a violent blow... or the [ring] makes a violent move...."

11—CALL WEARER II (Mc): As Call Wearer I, except the area is ten times larger and this spell includes a relatively weak, area-effect version of Wearing Suggestion. Because this Suggestion is indirectly targeted, its RR Mod is +10 instead of –10.

12—SENSE OF TOUCH (Uc§): As Sense of Smell, except the sense bestowed is touch.

13—SENSE OF HEARING (Uc§): As Sense of Smell, except the sense bestowed is hearing.

15—SENSE OF SIGHT (Uc§): As Sense of Smell, except the sense bestowed is sight, including Darkvision (Open Essence, "Physical Enhancement," level 12).

16—SENSE II (Uc§): Combines any two of the Sense of... spell effects (see above).

18—SENSE III (Uc§): Combines any three of the Sense of... spell effects (see above).

19—CALL WEARER III (Mc): As Call Wearer II, except the area is twice as large and this spell's Wearing Suggestion is more insistent. Its RR Mod is still +10 due to indirect targeting, but if the target yields to the Suggestion, he will take whatever actions are necessary for him to wear the ring-caster, including violence and disregard for his own safety.

20—SENSE TRUE (Uc§): Combines all four Sense of... spell effects (see above) and gives the ring-caster a +5 bonus to all Perception rolls.

25—CALL WEARER TRUE (Mc): As Call Wearer III, except that in addition to the indirect Wearing Suggestion (area effect, RR Mod +10), the ring-caster may use one direct Wearing Suggestion (single target, RR Mod –10) without additional PP expenditure.

30—PERCEPTIONS TRUE (U§): As Perceptions, except the perceptions endowed are fully functional (as in Sense True), not muffled, and Perception rolls enabled by this spell are normal. (The advantage of this spell over Sense True is that it does not require concentration.)

50—DOMINATE WEARER (M*#, RR Mod –10): If the target wearer fails his RR, the ring-caster takes complete control of the wearer's body, mind, and faculties. This spell essentially combines the effects of the Evil Mentalist "Mind Domination" spells Transferral (level 6) and Subjugation (level 8). The wearer may make one RR per subsequent day to attempt to regain control. If he does regain control, but the RR success range is +0 to +25, the ring-caster may then choose to make the wearer forget what happened during the period of domination.

Where am I? Archives Voices of Reason Fellow Travelers Vote for us on the RPG 100 Sponsored by Mimic Media & Data Systems