Saturday, September 7, 2019

10 Satyr Spells

10 Satyr Spells - Roll 1d10 for a Random Spell
[1] Woodwinds - 1st level
This spell requires a wooden flute, pipe, or similar instrument. By blowing into the instrument and casting the spell at the same time, an invisible wind channels itself through the instrument, keeping the same note and volume of the moment you played it yourself. It plays this note for up to 2 minutes straight, which can act as musical accompaniment for another song or spell.

Using this spell with a heavy breath (+1 Con or higher for the blower) and a large instrument (like a didgeridoo) can create a constant blowing of air through the tube- which could be used like a leaf blower. It blows away dust, cobwebs, destroys Dust Wraiths, and so on.

[2] Hooves-Shine - 1st level
This spell is applied with a brush of the user's own body hair. As such, elves can't use it. Especially hairy races like Dwarves and Satyrs, can build this brush in an evening, where as humans might need to take a little time to assemble it.

This spell is cast when this magic brush is used on any hoofed creature. By rubbing the hoof, it is cleaned, polished, and cracks and injuries on the hoof are filled in. A single casting of this spell cleans two hooves; enough for a Satyr, but you'll need a double casting for any Horse or Centaur. Using this spell helps protect the feet of these creatures, as well as granting a +1 save vs caltrops or landmines.

[3] Emerald Slimeball - 1st level
This oft-used spell is almost never used in the presence of beings of intelligent races, which is one of the reasons why it is such a surprise to learn when studying underneath a Satyr's magic. It is a defensive spell used by Satyrs to fire a ball of emerald slime from the hands and fingers. It deals no damage on its own, but if any creature tastes it it creates a sense of total revulsion and has an absolutely disgusting flavor. Satyrs use this spell directly into the mouths of beasts who charge at them from within the deep forests where men dare not tread to defend themselves and drive away predators. Any creature with a truly monstrous appetite can make a morale check to resist this spell; otherwise they lose their appetite and run off to rinse their mouth out in the nearest stream.

[4] Tangleclasp - 1st level
By pressing a small object against some hair, this spell enchants your hair to tangle around the object and hold it close. Satyrs use this to carry objects long distances without pockets or bags. The object is stuck fast in the hair and can be easily removed by its owner, but those who try to take or steal the object require an attack roll and deal no damage to cut it out of the hair. Obviously, this spell can only be used by creatures with hair, but can be used on any part of the body with hair. Using this spell can also allow it to automatically decorate a person's hair as well; dwarves can use this to place beads and rings into their beards, or elves putting flowers in their hair in a fraction of the time it would take to normally braid and style their appearance.

There is also a slightly more powerful, 2nd level version of this spell which most Satyrs have not learned. It performs the same action, but also deals 1 damage to the user if the hair is cut, as the hair is so thick it has its own blood vessels there. This way, the spell prevents thieves or sneaks from stealing the object out of your hair without you knowing, as you will feel the cut.

[5] Nymph-Scent - 2nd level
This useful spell is used by Satyrs on other Satyrs, but is also one of their biggest weaknesses. Satyrs desire sex all the time (especially with Nymphs and Dryads and female Elves; but anything will do), and this spell creates a lure of pheromones, perfume, and girly giggling. Any Satyr who comes within range of this spell must make a hard saving throw or be drawn to it, perfect for luring them into a trap. Especially ornery orcs and curious human boys may also be drawn to this spell too, but for them the range is one third of the size.

[6] Armored Autumn - 2nd level
Requiring at least one pile of fallen orange and yellow leaves, this spell pieces the leaves together on a person's body into a suit of armor. The leaves interlock and become magically connected, moving as though it was a scalemail style of armor, but with crunchy leaves as the primary material. As such, this armor protects as leather and falls apart once it is removed, but lasts for as long as the user wishes to wear it. Satyrs who care little for clothes and comforts of civilization will place on this armor at the start of fall for an entire journey or time of war before winter sets in; slaying your rival before the spring comes and the nymphs come back from hibernation is a tried and true method.

[8] Horn Burst - 3rd level
This last resort spell must be channeled through a horn. If the horn is dead and held in the caster's hand, it has half the effect, but if it is a living horn connected to the caster themselves, then it is at full power. Satyrs don't usually use this spell unless it's a last resort, or use it as a one-time use weapon using the horn of a dead Satyr, as their own horns won't grow back if detonated with this spell.

When cast, this spell causes one horn to inflate rapidly, pop, and explode out a shard of debris in a single direction. The debris are shaped as tiny arrows, spears, snakes, teeth, etc. which fits the caster's personality and the original incarnation of which this spell was inscribed and taught. The shrapnel makes four to-hit rolls against each person standing in a cone from the burst; each hit deals 1d6 piercing damage. Chainmail offers no protection, as the shards are so thin they'll go right through the holes unless multiple layers are worn.

The tiny debris are made of ivory-like substance from the inside of the horn, where as the remaining pieces of the horn are little more then an empty shell and tattered remains. They are also permanent if well maintained, thus becoming tiny war charms. If this is cast on a living horn, it deals 1d2 damage to the user as the horn bleeds. This spell can also be used on antlers, which grow back each year, but the shrapnel is inferior and only deals 1d4 damage.

[9] The Stolen Kiss - 4th level
This spell is a direct counter to the Dryad's Beauty spell, but works on others as well. This spell only works if the Satyr or the caster of this spell can physically steal a kiss from the target- either kissing them on the lips, or 'catching' a blown kiss en route in the air. The mystical connection of this spell mean it will work even by a kiss blown in jest, or a kiss on the head of a pet will instead turn into the love-lost power of this spell. It is also possible to “fake” being under the effect of a charm, and waiting until the caster of that spell gives a kiss to then steal it- you can use this spell to counter the effects of a charm and turn it back on the caster.

The target of this spell has their infatuation power stolen, and the caster of the spell becomes immune to all their charm, beautification, or seductive spells. Additionally, the target of the spell becomes obsessed with the caster of this spell; they become whim to their charms and wish to somehow conquer their manly and mysterious nature. This spell resulting in young girls having their kisses stolen; they return to the woods each month to be with their Satyr lover, too infatuated to resist. This spell doesn't necessarily charm the target to the caster of the spell, but it does provide an amount of sway over them that usually results in seduction or getting close enough to get revenge for trying to enchant them.

[10] Great Woodland Rite - 4th level
This spell requires several Satyrs to cast, at least three, but only one needs to be capable of casting this spell. If the spell is learnt and being cast by non-satyrs, then it requires at least five magic users of at least 3rd level, and as many secondary cultists and adherents as you can get. This spell is very powerful and Satyrs do not teach its secrets lightly, as its power is not even something they fully use themselves beyond a night of revelry.

This spell creates a magical area; enchanting an entire clearing of a forest or woodland. Within this clearing, a fire must be built at its center, which becomes entrancing to all beings outside of the clearing, including animals. All non-aggressive creatures like deer and rabbits are normally enchanted and will enter the clearing, aggressive or carnivorous beasts are more clever and get a saving throw to avoid wandering inside. As for intelligent creatures, no hostile action is allowed within the Rite unless a hard saving throw, morale check, or loyalty check (if made at a command of a superior). Once the peace within the circle is broken by a successful attack however, the spell will end prematurely. Anyone who leaves the circle can only do so with a successful saving throw, or if given permission by one of the masters of the spell. If they do leave, they are under no compulsion to return, but many will due to its drug-like affects.

Under the power of this spell, the casters of the spell become magnetically attractive to all who enter the circle. This power is not merely sexual; they treat their Charisma modifier as +3 for all attempts to convince or control anyone else who enters. Additionally, obeying a command by one of the masters of the spell creates a sense of satisifaction and ecstasy within the subject of the spell, leading to a temporary addiction to their voice and words. This means that for each turn spent within the spell, the subjects get a -1 to all saving throws or morale checks to resist it. This is often paired with alcohol or other drugs to strengthen its power. As long as the casters also do not abuse this power by breaking the peace with an attack (but they require no saving throw; they can perform sneak attacks using this power), they will remain in control of the enchantment. The Great Woodland Rite lasts until the first light of morning.

Satyrs use this spell to throw their great forest revelries and orgies, attracting nearby maidens from towns, dryads and nymphs from the woods, and gaining dominion over the woodland for a single night. This spell also has a blood addition; if a person is (willingly) blood sacrificed, which requires a total devotion or a negative saving throw of at least -20 (three hours with low wisdom and/or drugs) spent within the rite to willingly offer themselves as a blood sacrifice. If the person was already willing to be sacrificed beforehand, then there is no requirement for this level of mental control. The result of the sacrifice gives the sorcerer an aura of control not just over this rite, but the entire forest. Each time this spell is cast, the caster gains a slight more sense of vision and power over the forest. Animals can also be sacrificed to this spell as well, though their power only provides temporary magic over the forest; 2 HD worth of animal sacrifices each provide one sacrifice for one season of time.

With one sacrifice, the caster may sense and know any major places of magic or useful resources within the forest; such as lakes, streams, magic standing stones, elf houses, and caves that are deeper then a few meters.

With two to four sacrifices, the caster may sense approaching dangers within the forest on a X in 6 chance, where X is the number of sacrifices. This number caps at 6 in 6 chance. They can also create a number of rations by coming across dead animal carcasses or forcing plants to drop their fruit and seeds at their will; the number of maximum rations they can create is equal to total sacrifices.

Within five to twelve sacrifices within the forest, the master of the spell gains bonus control over the animals and creatures within. They can force a saving throw once per day to lure someone deeper into the woods, or to guide them back home if they got lost. They can make animals rabid and wild, or decrease the morale of predators to make them flee like prey at their very smell or sound of their voice- maximum HD of creature affected is equal to number of sacrifices. Finally, they can also send secret messages along the trees; rustling in the leaves capable of being interpreted as a whispered words. The number of sacrifices = number of words they can send in a message or warning.

Finally, once the sorcerer has gained thirteen sacrifices or more, they gain a limited form of immortality, and the ability to move through the forests as swiftly as the wind. They do not age as long as they stay within this forest, and can also sense trees being cut down or dwellings be built. They can also see through the eyes of as many animals equal to their total number of sacrifices by anointing their head once with their blood- becoming spies for the Sorcerer's power.

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