shifty louts

Savoryan Spells for ODnD Hârn

I've been slowly chipping away at the Shek-Pvar spells in some way, shape, and form for my ODnD hack of HârnWorld. Below is essentially the Psionic Purple Wizards of HârnWorld spell list that I've cobble together from the Hârn Magic Book and some third-party fanon material

Note: Details on the Shek-Pvar and the Hârn Hack

Savorya (Sah-VOY-ya) The Savoryans deal in knowledge, thought, and concept, all of which, they believe, stand above the other elements. Their foci and elemental objects incorporate illustrations, runes, or the written word.

Perfection of Sif

This spell grants the caster the ability to perceive and understand the thoughts of other living creatures.

Violet Eye

A self-enchantment for divination. The enchantment allows the caster to ask one yes/no question of the GM (simulating the character has divined the answer). The enchantment never reveals arcane secrets and cannot predict the future.

Questions: The caster may ask 1 Yes or No-style question. Divination may only be cast once per week. (The referee may limit the spell’s usage to even less frequently, if desired.)

Insanity: Communion with otherworldly beings of great power can shatter the caster’s sanity. The basic chance is shown in the table below. For every level of the caster above 11, this chance is reduced by 5%. If the caster is driven insane as a result of the communion, the recovery time is weeks equal to the number of planes contacted.

Plane Don’t Know Truth Insanity
3rd 75% 50% 5%
4th 70% 55% 10%
5th 65% 60% 15%
6th 60% 65% 20%
7th 50% 70% 25%
8th 40% 75% 30%
9th 30% 80% 35%
10th 20% 85% 40%
11th 10% 90% 45%
12th 5% 95% 50%

Saoirse’s Memory Aid

Spell may be cast before reading a document, successful casting enables the document to be stored in an esoteric “cloud” (outside of the caster’s memory) and recalled verbatim if a secondary recall spell is successfully cast (i.e., Memory Recall or another similar Savoryan or Grey Spell). Because it may require multiple castings to finish an entire tome, multiple castings may be linked under a single title. Further, the spell does nothing to improve comprehension, nor does it allow the caster to read text in a language that they do not understand.

Saoirse’s Memory Recall

Casting this spell will enable the caster to access information previously stored in the esoteric “cloud”. The caster will be able to recite or write down recalled information for the duration of the spell, assuming the caster knows the language/script (and assuming they are physically able).

Alvid's Mote

The subject is stricken with delusions and becomes unable to control their actions.

Roanda's Glamour

An enchantment that can be placed on a written work or other information-bearing object to apparently change its meaning. The spell does not actually affect the object, but does adjust the reader’s / observer’s understanding. The caster is immune to this effect.

An educated reader/ observer who reads the object several times, with exceptional care, normally sees through the deception.

Glamour calls for considerable GM discretion.

Aron's Thought

An enchantment that inserts one idea/thought into the mind of a subject touched by the caster.

Galra’s Enhancement

A self-enchantment laid upon the mind to increase (for Duration) the WIS of the caster by d6+CL (caster level)

Saoirse’s Detect Aura

The mage will be aware of any enchanted or magical creature that enters their proximity.

Contemplation of Life’s Patterns

Through meditation on the connection between an object of Fyvrian origin and the nature of consciousness,  this spell opens and attunes the object to manipulation and enchantment.  If successful, the object's essence becomes Savoryan.

Talesien's Eye

The caster can determine the psionic nature of a specific entity they are touching.

Loth’s Key

A self-enchantment which allows the caster to read a document written in unknown languages/scripts.

Saoirse’s Psionic Usury

The caster may funnel a known psionic talent from a willing participant.

Ordeal of Frida

An enchantment which stimulates a phobia, mania, or any psyche complex in a subject who must be touched sometime during the casting.

Trials of Aislear

Causes all targets to feel as if they are in a losing situation. Targets must succeed in a special Morale check at -2 or be instilled with the strong desire to look for the best (safest) manner in which to surrender to the opponent(s).

This power can be stored in an object, in which case a successful weapon strike is required to trigger the effect

Scroll of Pasalt

Causes writing to appear magically on a scroll or other written piece of work held by the caster. The spell cannot work on enchanted objects. This leaves a magical residue, and if removed, the writing is removed.

Spirit Block

An enchantment intended to force a live animal/ person to obey the caster’s orders.

Spirit Block creates a psychic bond between the subject and the caster. The caster can read surface thoughts and emotions, direct the subject’s physical actions, and ask questions. Non-sentient creatures cannot answer questions. Questions must be very simple and specific; controlled entities do not volunteer information. The subject must remain in plain view of the caster and cannot be directed to perform strenuous or complex physical activities.

An intense psychic bond is created between the caster and all affected living entities. Any pain received by an affected victim also applies to the caster at GM discretion. The victim has a “vague” recollection of the intrusion after the enchantment expires.

Saoirse’s Armor of Empathy

A self-enchantment creates an invisible, magical sphere that surrounds the caster. Upon successful invocation, individuals (human or otherwise) within the sphere are disinclined to attack the caster or at least cease to act upon their ill will towards the caster.

Saoirse’s Bind Familiar

Upon successful casting, the caster creates a mental and aural connection to a mundane animal. The caster and familiar maintain a continuous telepathic bond.  They may communicate mentally at will and are always aware of the direction to each other’s location, as well as their mental and physical state. The caster can influence the familiar’s actions and thoughts and may command the animal using simple commands, but the familiar cannot be made to do things that are suicidal or far outside the creature’s normal behaviors.

Faroh's Touch

3d6 creatures within a 30’ radius area are stricken with delusions and become unable to control their actions.

2d6 Behavior
2-5 Attack the caster’s group
6-8 No action
9-12 Attack the subject’s group

Enesin's Quill

An enchantment by which the caster improves the condition of a written work. Pen and ink are required.

The spell can only be used once on a given written work. The spell does not affect the Script or Language, so the caster may not be able to read a document even after it is fully restored.

Korbin's Exchange

The enchantment that permits the caster to experience the sensations of the object, subject, or animal. The caster declares a specific sense (eyesight, hearing, smell, taste, touch) and touches the subject. Thereafter, for Duration, the caster experiences the designated sense of the object’s sensations.

Jerila’s Zone

This spell causes one or more creatures to be paralysed if they fail a saving throw versus spells. It may be cast in two ways:

  1. Against an individual: The target’s saving throw is penalized by -2.
  2. Against a group: 1d4 individuals in the group are targeted.

Restrictions: Undead are not affected

Echoes of Time

Allows the subject to look into the past by plumbing the memories of individuals who were in the area. The caster may control the flow of the vision, changing from backward to forward as desired, but the Duration is a “real-time” barrier. Thus, if a caster goes back 10 minutes, forward 10 minutes, and then back twenty minutes, 40 minutes of duration have been used.

Saoirse’s Blindness

Upon successful casting, the target individuals lose the ability to see. With observation, it can be noticed that the eyes function normally; the brain just loses the ability to interpret vision.

Saoirse’s Inquiries

The caster may locate certain memories within an intelligent being’s mind. While the caster will gain more information than they originally had, this spell does not allow the caster to simply scan through a target’s memories like a psychic index, looking for interesting information.

The caster must know exactly what set of memories they are targeting, based on a rather specific time frame in the target’s life, a location the target visited, or a person/object the target interacted with, or best, a combination of these. “I want to find the memories Jenya has of Lord Roland’s visit to her bedchamber last spring.”

The GM always has final discretion in arbitrating what memories might be found. Once this memory has been located, the caster may attempt to do several things, depending on the skill level of the caster.

Inquiries allow memories to be duplicated from a willing participant or from the caster themselves. Memories manifest as a pearly substance that is neither gas nor liquid, magical nor mundane.

Memories do not lend themselves to tangibility easily, and thus they must be properly stored, either in a prepared artifact or using a separate storage spell (Magic Jar). Memories that are successfully duplicated are automatically stored, assuming one of the two previous requirements is met; otherwise, they are lost permanently.

Saoirse’s Ruminations

The mage can probe an intelligent being’s mind and seek out a specific memory.  Once this memory has been located, the caster may attempt to do several things, depending on the skill level of the caster.

Ruminations allows memories to be duplicated from a willing participant or from the caster themselves. Memories manifest as a pearly substance that is neither gas nor liquid, magical nor mundane.

Memories do not lend themselves to tangibility easily, and thus they must be properly stored, either in an artifact or using a separate storage spell (Magic Jar). Memories that are successfully extracted or duplicated are automatically stored, either in an artifact or in another form such as an esoteric cloud.

Ruminations may be purposely invoked to allow the caster to remove unnecessary memories or to swap their storage locations. This spell is heavily reliant on the memory, intellect, and awareness of the memory provider.

Ruminations are limited by the restrictions of memory, the provider’s perception of events, any misconceptions, bias, lack of interest, or lack of common goals (area of intended observation). It can also be affected by the age of the memory.

When viewing one’s own memories, it may be possible to reveal information that was cognitively seen, but not interpreted or processed at the time that the memory took place.

This would be a laborious, time-consuming process. This would be much more difficult, if not impossible, with memories that are not one’s own. However, this being stated, sometimes it is also easier for a non-biased person to locate relevant information inside another person’s memories than it is their own.

Bolt of Mintora

The caster or a single creature is instantly transferred to another location up to 360’ distant. The destination may be selected in two ways:

  1. Known location: A location, within 360’, known to the caster.
  2. An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up) totalling not more than 360’.

Stipulations:

Veil of Iros

An arcane spell caster (e.g. a magic-user or elf) within range must save versus spells (at a -4 penalty) or become an imbecile, unable to think clearly or cast spells.

Saoirse Cloaks the Gathering

Causes all sentient entities within range to be unable to notice the caster’s presence. This self-enchantment causes observers to simply overlook the caster or mistake them for a more mundane aspect of the natural environment. If an intelligent being touches the illusion, it vanishes, ending the spell.

Arrow of Utern

A powerful psionic attack that turns the subject’s mind into organic slurry

If a creature is targeted: It may save versus death to resist madness

Carak’s Ward

A spell to protect a designated secret from discovery by divining spells and psionic talents. Carak’s Ward cannot prevent knowledge being gained by mundane means, nor remove information from someone’s memory.

A warded secret cannot be discovered by arcane means (divination) until the Ward is removed. Anyone who knows of a Ward’s existence may attempt to dispel it. The original caster is immediately aware of a dispelled ward.

Tongue of Bywan-Koh

The caster commands a subject to perform or avoid performing a specific action.

Knife of Kasrith

An invisible stalker is summoned to the caster’s presence and magically bound to perform a mission of the caster’s choosing.

Saoirse’s Obfuscation

Cloak an area, object, or person from detection by a specific group of people, animals, or entities, specified at the time of casting; or the caster may instead designate a specific group of people who can detect the area of effect, rendering the spell more universal. A casual observation will show nothing out of the normal; the area will appear to blend into whatever environment is nearby.

Saoirse’s Mind Palace

Works as a memory enhancement to allow a mage to memorize more Savoryan spells than would normally be allowed to them. After successful casting, the caster must perform regular upkeep to retain the extra memorized spells.

Essentially, they can memorize an amount of spells 1 level above their current level (ex, A Level 2 Savoryan can memorize two level 1 spells and one level 3 spell as if they were Level 3)

Level 4: Secondary spells may now be memorized. Attunement has to occur first

Level 5: Tertiary spells may now be memorized. Attunement has to occur first

Level 6: Diametric spells may now be memorized. Attunement has to occur first