DCC Greyhawk Spells - Suggestion

OK, I’ve been thinking about this for a while – Suggestion is a commonly used spell in AD&D and shockingly, there is no equivalent in DCC.

Sure, there is Charm Person, and it can make someone your friend, so why have a spell that influences rather than charms?  Well first, it’s more fun to use at a gaming table than Charm Person – the player has to think up a reasonable suggestion, which has the equivalent fun factor as Word of Command for players running clerics.  Secondly, we can give it a different purpose by throwing in one small thing – it can be cast instantaneously.

Feather Fall in the Core Rules is the only spell with an instantaneous casting, obviously, because you don’t usually plan to fall.  Giving this effect to Suggestion (with a casting penalty to keep it from being ridiculous) changes everything – ‘these aren’t the droids you are looking for’, ‘don’t eat me, I have maggots in me’, ‘can’t we just discuss our differences peacefully?’ will be useful suggestions in many an encounter.

O
ther advantages over charm person is it doesn’t have negative modifiers for monsters, undead, or the like – if they speak the same language and they have sentience it applies.  It also can affect more people than Charm Person, and with a reasonable casting check the subject will have no idea that they have been magically manipulated.

Thoughts?  Drop me a note at archadethered@gmail.com 
 

 

Suggestion

Level: Elf 2, Gnome 2, Magic-User 2
R
ange: 25’
D
uration: 1 turn or more
C
asting Time: 1 action or less
S
ave: Will vs. Spell Check (sometimes)

     You can influence the actions of a target sentient creature by suggesting a course of activity with an utterance of a few words, or a sentence or two.  The suggestion must be worded in a reasonable manner, and the target must speak the same language.   This suggestion must be worded in a way to sound reasonable – requesting a creature stab itself or some other obviously harmful act will have the spell automatically fail.  This activity can last for the duration of the spell, or until the suggested act is completed.  Unreasonable suggestions that would violate the alignment of the target or be completely against the target’s nature suffer a -1 to -5 to the casting check.

     The caster may attempt to cast this spell instantaneously, out of Initiative order, without obviously casting a spell to casual observers, but at a -4 to the spell check.

1          Lost, failure and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.

2-11     Lost, failure

12-13   Failure, but spell is not lost

14-15   The caster can suggest an action to one creature, using 6 words or less, and if it fails a Will save, it will attempt to act on that suggestion to the best of its ability for up to 1 turn.  At the end of the spell’s duration, the subject will know they were subjected to magical influence.

16-19   The caster can suggest an action to one creature, using 12 words or less, and if it fail’s a Will save, they will attempt to act on that suggestion to the best of its ability for up to 1 turn per Caster Level.  At the end of the spell’s duration, the subject will not know they were subjected to magical influence.

20-21   The caster can suggest an action to one creature, using one sentence or less, and if they fail Will saves, they will attempt to act on that suggestion to the best of their ability for up to 1 hour per Caster Level.  At the end of the spell’s duration, the subjects will not know they were subjected to magical influence.

22-25   The caster can suggest an action to up to one creature per Caster Level, using up to two sentences, and if they fail Will saves, they will attempt to act on that suggestion to the best of their abilities for up to 1 turn per Caster Level.  At the end of the spell’s duration, the subjects will not know they were subjected to magical influence.

26-29   The caster can suggest an action to up to one creature per Caster Level, using up to two sentences, and if they fail Will saves, they will attempt to act on that suggestion to the best of their abilities for 1 hour per Caster Level. At the end of the spell’s duration, the subjects will not know they were subjected to magical influence.

30-31   The caster can suggest an action to up to 1d6 creatures per Caster Level, using up to two sentences, and if they fail Will saves, they will attempt to act on that suggestion to the best of their abilities for 1 day. At the end of the spell’s duration, the subjects will not know they were subjected to magical influence.

32+      The caster can suggest an action to up to three creatures per Caster Level, using up to two sentences, and if they fail Will saves, they will attempt to act on that suggestion to the best of their abilities for 1 day per Caster Level. At the end of the spell’s duration, the subjects will not know they were subjected to magical influence.

 

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