Key *Borrowed from Cleric/Druid spell list **Improved/changed existing mage spells or duplicated magic item effect *** Unique Houri Spells TDD Taken from The Darkest Day Mod [will be made available if not installed] The extended Enchantment/Charm school spells and Houri spell list. 1st Level 1. Charm Person 2. Enchant Female*** 3. Friends 4. Kiss of Healing*** 5. Sleep 2nd Level 1. Impotence*** 2. Kiss of Sleep*** 3. Luck 4. Malison** 5. Ray of Enfeeblement 6. Vampiric Kiss*** 3rd Level 1. Charm Undead*** 2. Dire Charm 3. Fatigue*** 4. Hold Person 5. Inaccuracy TDD 6. Kiss of Slavery*** 7. Lovesickness*** 8. Miscast Magic* 9. Protection from Disease** 10. Resist Charm** 4th Level 1. Call Nymph* 2. Charm Monster*** 3. Confusion 4. Defensive Harmony* 5. Greater Luck** 6. Emotion: Courage TDD 7. Emotion: Fear TDD 8. Emotion: Hope TDD 9. Emotion: Hopelessness 10. Enchanted Weapon 11. Greater Malison 12. Kiss of venom*** 13. Kiss of Wounding*** 14. Nudity*** 5th Level 1. Change Sex*** 2. Chaos 3. Charm Elemental*** 4. Domination 5. Dispel Enchantment*** 6. Feeblemind 7. Hold Monster 8. Free Action* 9. Resist charm 30’ radius*** 6th Level 1. Improved Confusion** 2. Kiss of Death*** 3. Kiss of Life*** 4. Mass Charm** 5. Nymph Change** 6. Stealspell*** 7. Stop! *** 8. Summon Succubus** 1st Level Enchant Female (Enchantment/Charm) Range: Visual range of caster Duration: Special Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell must be used in conjunction with a spell which would normally be effective only upon a male victim and enables the houri to work spells upon a female victim. It would also enable a houri to seduce a female. This spell affects any single female it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level female fighter could be affected, but a female ogre could not. The person receives a saving throw vs. spell to avoid the effect. If the spell recipient fails his saving throw (of which he receives a +3 modifier), she becomes susceptible to seduction or houri magic. Duration is the same as the spell it is used in conjunction with. Kiss of Healing (Necromancy) Range: Touch Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When casting this spell and placing her lips upon a creature, the houri causes 1-8 points of wound or other injury damage to the creature’s body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage. LEVEL 2 Impotence (Enchantment/Charm) Range: Visual range of the caster Duration: 24 hours Casting Time: 4 Area of Effect: 1 Creature Saving Throw: Neg The recipient of this spell becomes impotent for 24 hours. During this period he will attack at -2, and make morale and saving throws at -2. Wisdom, Constitution and Charisma scores will all be lowered by 1-3 points each for its duration, and the character will feel downright miserable. Kiss of Sleep (Enchantment/Charm) Range: Touch Duration: 6 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special When a houri casts kiss of sleep, she causes a comatose slumber to come over the creature. Undead and certain other creatures specifically are excluded from the spell's effects. The creature targeted must have less than 20 hit points and gets no saving throw. Creatures with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) must make a saving throw at a -3 penalty or fall asleep. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 6 rounds. Malison (Enchantment/Charm) [Greater Malison with lower AoE and better saves] Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 4 Area of Effect: Up to 30-foot cube Saving Throw: None The spell allows the caster to adversely affect all the saving throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all saving throws at a penalty of -2. Multiple castings of this spell are not cumulative. Vampiric Kiss (Necromancy) Range: Touch Duration: Instant Casting Time: 3 Area of Effect: Target creature Saving Throw: None When this spell is cast, the houri administers a love bite on the the targets neck and the creature loses 8 hit points. These hit points are added to the houri's current hit points, with any hit points over the caster's normal maximum treated as temporary additional hit points. The temporary hit points last for 5 turns. 3rd Level Charm Undead (Necromancy/Enchantment) Range: Visual range of the caster Casting Time: 4 Duration: 5 rounds Saving Throw: Neg. Area of Effect: Special Explanation/Description: This spell is like charm monster and affects 1d4 undead creatures but only affects undead. Note that undead that are normally immune to charm spells are not immune to this spell, though they have normal saving throws. Fatigue (Enchantment/Charm) Range: Visual range of the caster Duration: 1 round/level Casting Time: 5 Area of Effect: Up to 30-foot cube Saving Throw: Neg This spell causes all creatures within its area of effect to feel weary. For the duration of the spell, those affected move at half rate, fight at -2 to hit and damage, and suffer -2 to their morale. Inaccuracy (Enchantment/Charm) Range: Visual range of the caster Duration: 1 round/level Casting Time: 5 Area of Effect: 15-feet-radius sphere Saving Throw: Neg Upon casting this spell, all targets caught in the blast are nailed with a thick haze that makes their vision blurred and there head spin. Those that make a save shake of the nausea but others will loose 4 THAC0 to their ranged weapon skill for 1 round per caster level. Kiss of slavery (Enchantment/Charm) [Domination with touch, AoE changed and better saves] Range: Touch Duration: 9 rounds Casting Time: 5 Area of Effect: 1 Humanoid Male Saving Throw: Neg. Kiss of slavery enables the caster to control the actions of any Humanoid male while the spell is in effect. This control is maintained through commands made to the victim. Unlike the 4th level priest spell mental domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by dispel magic. The target gets a saving throw vs. spell at +2 in order to avoid the effect. Lovesickness (Enchantment/Charm) Range: Visual range of caster Duration: Special Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. If the spell recipient fails his saving throw (of which he receives a +4 modifier),the affected male victim, becomes so much in love with the houri that as soon as he loses sight of her, he begins to waste away, he goes off his food, turns to drink and becomes a general wreck, fighting at -4 THACO. As a result he will die of malnutrition in a number of days equal to his constitution plus 4, and there is also a 3% daily cumulative chance of him committing suicide. This unpleasant condition must be treated by cure disease or remove curse. Miscast Magic (Enchantment/Charm) Range: Sight of caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell it has an 80% chance of failure. A creature can save vs. spell to avoid the effect, but does so at –2. Protection from Disease (Abjuration) Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 Creature Saving Throw: None Protection from disease lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to all disease based attacks whether magical or non-magical or creature special attacks such as mummies. This effect lasts for the duration of the spell or until dispelled. Resist Charm (Enchantment/Abjuration) Range: touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell hedges the houri or creature touch with a protective aura which makes the recipient immune to any kind of charm or hold spells or effects or the duration of the spell. 4th LEVEL SPELLS Charm Monster (Enchantment/Charm) Range: Visual range of caster Duration: 5 rounds Casting Time: 1 Area of Effect: Saving Throw: Neg. This spell affects any 1 creature of any type. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be charmed. If the spell recipient fails his saving throw (of which he receives a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms, or attempts to harm, the charmed creature by some overt action, or if a dispel magic spell is successfully cast upon the charmed creature, the charm spell is broken. If two or more charm effects simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he was charmed. Call Nymph (Conjuration/Summoning) Range: Sight of Caster Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include mental domination, confusion, and healing spells). Defensive Harmony (Enchantment/Charm) Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 10-foot radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses.This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centred on the caster but affects all those within a 10 foot radius. The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armour class. This lasts for 10 rounds or until successfully dispelled. Emotion: Courage (Enchantment/Charm) Range: Sight of Caster Duration: 5 turns Casting Time: 4 Area of Effect: 10-feet radius Saving Throw: Neg. This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary hit points (which can put them above their maximum hit points). This spell nullifies all fear effects within the area of effect at the time of casting. Emotion: Fear (Enchantment/Charm) Range: Sight of Caster Duration: 5 rounds Casting Time: 4 Area of Effect: 10-feet radius Saving Throw: Neg. This spell creates the emotion of fear within the area of effect. All creatures affected by the spell flee for 5 rounds. Emotion: Hope (Enchantment/Charm) Range: Sight of Caster Duration: 5 turns Casting Time: 4 Area of Effect: 10-feet radius Saving Throw: Neg. This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost, and +2 on their saving throws, attack rolls and damage rolls. Greater Luck (Enchantment/Charm) Range: 10 yards Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell is lucky in everything that he does for the next 10 rounds. He receives a 15% bonus to any of his actions. This includes saving throws, to hit chances, thieving skills, etc. Kiss of Venom (Necromancy) Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. Through this spell the houri causes her lips to be coated with a highly venomous poison which will affect any creature who fail their save vs. poison. The effects depend upon the caster’s level and are detailed below: 7-9th level: 2d8 + 2/round 10-12th level: 3d8 + 3/round 13-14th level: 4d8 + 4/round 15-16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Kiss of Wounding (Necromancy) Range: Touch Duration: Instant Casting Time: 7 Area of Effect: 1 Creature Saving Throw: None When this spell is cast the houri turns her lips into deadly weapons, that on a successful kiss from the houri inflicts 17 damage upon the target. The next attack that the houri makes will inflict this effect; however, she only has 2 rounds to make the attack before the spell fizzles. Also, if the houri misses the target creature the spell is wasted. There is no saving throw. Nudity (Enchantment/Charm) Range: Visual range of the caster Duration: 1 turn per level Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Nudity causes the subject's intellect to degenerate into of a simple beast of burden. The subject will loses 2d4 intelligence points and remain in this state until the spell expires or a successful dispel magic is cast upon him. The victim must make a save vs. spell at -1 in order to avoid the effect. 5th Level Change Sex (Alteration/Enchantment) Range: 0 Duration: 1 turn + 1 turn/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the houri or any humanoid creature she touches is changed to a chareture of the opposite sex, duplicating the girdle item effect but not permanent. The creature gains all the physical aspects but does not alter his/her personality and mentality. The spell can not be dispelled and a normal save is allowed to avoid the effect. Warning: This is such a traumatic change that there is a 3% cuminalticve chance per change that the recipient will be automatically confused for the duration of the spell. Charm Monster (Enchantment/Charm) Range: Visual range of the caster Duration: 5 rounds Casting Time: 4 Area of Effect: Special Saving Throw: Neg. Explanation/Description: This spell is like charm monster and affects 1d4 elementals but only affects elementals. Note that elementals that are normally immune to charm spells are not immune to this spell, though they have normal saving throws. Dispel Enchantment (Abjuration/Enchantment) Range: Sight of caster Duration: Instant Casting Time: 3 Area of Effect: 30-foot cube Saving Throw: None A Dispel Enchantment spell removes magical effects of charmed, held, confused or dominated creatures within the area. This includes effects given from spells, potions and certain magical items. It does not, however, affect magical items themselves. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 75%. If the caster is higher level than the creator of the effect to be dispelled, 5% per level is added to the chance of success. If the caster is lower level, 10% per level is subtracted from the chance of success. Free Action (Abjuration) Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as Web or Slow spells) or while under water. It even negates or prevents the effects of Paralysis and Hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Free Action spell does not, however, allow water breathing without further appropriate magic. Resist Charm 30' Radius (Enchantment/Abjuration) Range: 10 yards Duration: 1 hour Casting Time: 1 Area of Effect: 30' radius Saving Throw: Special As resist charm except that it protects all persons or creatures within a 30 ft radius of the houri. 6th Level Improved Confusion (Enchantment/Charm) Range: Visual range of the caster Duration: 6 rounds + 2 round/6 levels Casting Time: 4 Area of Effect: Up to 60-foot cube Saving Throw: Special This spell causes confusion in one or more creatures within the area, creating indecision and the inability to take effective action. All creatures within the area of effect are allowed save vs. spell with a -4 penalty. Those successfully saving are held as per hold person for the duration of the spell. The spell lasts for six rounds plus two rounds for every 6 levels of the caster. Those who fail their saving throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. Kiss of Death (Necromancy) Range: Touch Duration: Special Casting Time: 1 Area of Effect: Special Saving Throw: Special This is a slightly different version of the priest spell slay living and highlights the more dangerous aspect of the houri. The only kiss spell for which a saving throw is allowed. The result of not making the saving throw is obvious. Victims successfully saving vs. magic merely lose half of their remaining hit points. Upon casting this spell, the houri has to kiss an opponent after applying a deadly lipstick in order to visit the effect upon them. A lipstick is created upon casting, the next attack made is with this item and the houri will then have 18 seconds in order to make this attack. If the first attack misses, then the item disappears and the spell is wasted. The spell can be dispelled if cast between the casting of this spell and the necessary attack. Kiss of Life (Necromancy) Range: Touch Duration: Instant Casting Time: 1 round Area of Effect: 1 creature Saving Throw: Special When the Houri casts a Kiss of Life spell, she can restore life to a dwarf, gnome, half-elf, halfling, elf, human or half-orc. Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life. The person has but 1 hit point when raised and must regain the rest by natural healing or curative magic. Mass Charm (Enchantment/Charm) [8th lvl spell adj. duration, AoE and saves] Range: Visual sight of caster Duration: 6 rounds Casting Time: 6 Area of Effect: Special Saving Throw: Neg. A mass charm spell affects either persons or monsters just as a charm person or charm monster spell. The mass charm spell, however, affects a number of creatures whose combined levels of experience or Hit Dice does not exceed twice the level of experience of the spellcaster. All affected creatures must be within the spell range and within a 30-feet cube. Note that the creatures' saving throws are unaffected by the number of recipients (see the charm person and charm monster spells), but all target creatures are subject to a penalty of -1 on their saving throws because of the efficiency and power of this spell. The Wisdom bonus against charm spells does apply. Stop! (Conjuration/Enchantment) [Power Word, Stun, humanoid male] Range: Sight of caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The houri removes all her clothes and any humanoid male of the houri’s choice within visual range after the spell is cast is stunned for the duration depending on its current hit points. Creatures with 1 to 29 hit points are stunned for 4d4 rounds, those with 30 to 59 are stunned for 2d4 rounds, those with 60 to 89 are stunned for 1d4 rounds, and those with 90 or over are not affected. Note that if a creature is weakened so that it’s hit points are below its usual maximum, the current number of hit points is used. Stealspell (Enchantment/Charm) [I'm really not sure if this can be coded] Range: Visual sight of caster Duration: Special Casting Time: 6 Area of Effect: One spellcaster Saving Throw: Neg. By means of this incantation, any single spellcaster chosen by the houri must save vs. spell at -1 or suffer the theft of any one memorized spell from his or her mind. The stolen spell is determined randomly; the identity of the stolen spell is not revealed by its theft. If no spells are available, the stealspell is wasted. Magical devices and spell-like abilities are unaffected. The stolen spell is transferred at the end of the round in which the stealspell is cast. The magic of the stealspell works in spite of all known shielding spells save antimagic shell. A stolen spell can be added to the houri's spellbook if a permitted spell and it is 6th level or below or if not the spell is wasted but still stolen from the cast immediately by the user of this spell or held in mind up to 24 hours. The casting can be made without understanding or sufficient level to cast the stolen spell (or even the correct class to normally do so). Any spell cast in this fashion is cast as if by the being from whom the spell was stolen. Summon Succubus (Conjuration/Summoning) [Cacofiend with a lesser demon] Range: Sight of caster Duration: 15 rounds Casting Time: Special Area of Effect: Special Saving Throw: None When this spell is cast it will create a Succubus that will go on a rampage charming, seducing then level draining until death everything in sight. Anyone protected from evil will not be targeted by the demon. This is a dangerous spell to invoke, saved best for desperate times. Nymph Change (Alteration) [Limited Shapechage wizard spell] Range: 0 Duration: 5 turns Casting Time: 9 Area of Effect: The Caster Saving Throw: None With this spell, a houri is able to assume the form of a nymph. The spellcaster then becomes that creature and has all of its abilities. The nymph has whatever hit points the houri had at the time of the shape change. regards, Anna