Tuesday, June 6, 2017

Neural Networked Spells: Part 3

As promised, here are two more Pathfinder RPG compatible spells based on dumb spell names generated by AI. You can see the last sets here and here.

This is the point where the names the AI spit out start getting truly strange...

Cow of Aurally

School: Conjuration (summoning), Divination (scrying)
Level: Druid 4th, Occultist (Conjuration) 3rd, Ranger 3rd, Shaman 4th, Sorcerer/Wizard 4th, Summoner 3rd
Casting Time: 1 round
Components: V, S, M (a few hairs from the tail of a cow, a small trumpet)
Range: Long (400 ft. + 40 ft. / level)
Effect: 1 summoned cow
Duration: 1 minute / level
Saving Throw: none
Spell Resistance: none

Created by the conjurer Fomend when he needed a way to unobtrusively spy on a rural community, this spell conjures a single cow under the conjurer’s command, and establishes a psychic link with the beast. On completion of the casting, a single cow (use the statistics for an Aurochs) appears anywhere within the spell’s range. The cow will move where the caster silently wills, but otherwise behaves as a normal animal of its kind. It will not attack on command, but will defend itself if attacked.

For the duration of the spell, the caster can hear through the cow’s ears. He can hear anything happening in the cow’s vicinity, but uses the cow’s Perception check (perception +9) for any hearing-related perception checks that he must make. In addition, once during the spell’s duration, he can attempt to read the aura of any one creature that he hears speaking in the cow’s vicinity as if using the Aura Reading occult skill unlock (also using the cow’s Perception skill modifier). The caster must hear the speaker continuously for 1 minute in order for the Aura Reading to work (rather than the usual 10 minutes required to perform a reading).

Because of the unique nature of the connection established with the cow, the cow does not radiate magic, but is revealed by Detect Psionics or similar abilities as if it were the target of a power of the Telepathic discipline. The spell immediately ends if the cow is killed, or if the cow ever moves beyond the spell’s range. When the spell ends or is dispelled, the cow is instantly sent back to where it came from.

MoUs of Farts

School: Enchantment (compulsion)
Level: Bard 1st, Cleric/Oracle 1st, Inquisitor 1st, Magus 1st, Mesmerist 1st, Paladin 1st, Sorcerer/Wizard 1st
Casting Time: 1 round
Components: V, M (a scrap of paper inscribed with the phrase “He who smelt it, dealt it.”)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: The caster + 1 willing creature per level
Duration: 1 hour per level (D)
Saving Throw: special
Spell Resistance: none (harmless)

Created by a young mage possessed of rather impressive flatulence, this spell creates an MoU between the wizard and one or more willing parties, in which they agree to refrain from commenting or reacting when one of the parties lets one rip. This magical Memorandum of Understanding is formal, but not legally binding.

For the duration of the spell, all affected parties refuse to speak of any unusual smells. Whenever a creature affected by this spell is subject to a scent-based attack (such as the Stinking Cloud spell or a creature with the Stench special quality), he may make Will save (DC equal to the save DC of MoUs of Farts) as a free action each round, on a successful save, he ignores any effects of the scent-based attack for that round (this negates any need to make a normal save against the attack in question). On a failed save, he becomes subject to the scent-based attack normally (requiring additional saves against the attack as appropriate).

This spell can be dismissed by any of the affected parties at any time by verbally commenting an unpleasant smell, or by making a gesture to that effect. Once the MoU has thus been broken, the spell is nullified for all participants. Any character that gains the Nauseated condition automatically breaks the MoU, ending the spell for everyone involved.