Spell: Sympathetic Magic

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Necromancy
Level: Witch 8
Components: V, S, M, F
Casting Time: 10 minutes per target's character level
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sympathetic target
Duration: one round
Saving Throw: None (see below)
Spell Resistance: No (see below)

This shadow spell, cast on the dangerous Realm of Shadow, uses personal effects, such as nail clippings, hair, or prized possessions, to create a sympathetic clay duplicate of the intended target. In the round after the spell is cast, the witch can cast one spell on the duplicate that then affects the target instead, even across thousands of miles of distance and planar boundaries.

  • The witch makes the duplicate out of the clay-like soil of the Realm of Shadows, kneaded with a drop of Woldsblood. Handling the Woldsblood in this way requires the witch to make a Will save vs. DC 16 or become confused for 1d4 days. If the witch is not confused, the life-size duplicate is placed in the witch's cauldron for the conclusion of the spell.
  • There is also a 5 percent chance that a roaming spirit will inhabit the empty clay body, ruining the spell. Treat the spirit possessing the body as a berserk clay golem.
  • The witch can cast any spell (not from scroll or magic device) on the target, who is then affected by the spell regardless of distance. The target gains a normal saving throw and spell resistance to the second spell. If a physical part of the target was worked into the duplicate -- a good lock of hair, a splash of blood, a series of fingernail clippings -- then the save is normal. If a prized possession is used, one that was often worn or held close by the target, then the save is at +4. If the item was an item that was not particularly treasured, the save modifier is +8. Note: the DM sets the save modifier, and may rule that the spell fails if the item isn't linked closely enough to the target.