Tonal Magic

Practitioners of several of the Magical Disciplines understand the importance of using certain sounds and utterances to shape the Six Energies to their will. Some, though, have come to learn how sound alone - if produced and controlled precisely enough - can coax the Energies into producing magical effects. By producing the right sounds in the right combinations, those who master Tonal Magic through the study of the Power of Music Acquired Specialty can control the magic of the world.

Here is the tiered list of the various cantrips, spells, and special abilities available to users of Tonal Magic:

Tier 0 Spells (Cantrips)

Reveal Magic
Reveal Magic
Tier 0 (Cantrip)

Discipline: Tonal Magic
Elements: Audible
Target: self
Duration: special (see below)
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius sphere

By producing and maintaining the correct sequence of audible tones, the caster is cause nearby magical items or spell effects to reveal themselves by means of a soft glowing aura. This glow is visible only for as long as the caster continues to emante the necessary audible tones, and is visible to any creature or character that has a line of sight to an affected item or spell effect. If multiple magic sources exist in very close proximity, their auras may overlap and make it difficult to discern precise sources.

During the round in which this spell is cast, the caster cannot make any movement, other than the slow turning in place mentioned above.

Illusions that were designed to conceal their magical nature can only be detected by this spell if the caster is of higher level than the level of the creator of the illusion at the time the illusion was created.

Tier 1 Spells and Abilitiets

Entice the Crowd
Entice the Crowd
Tier 1

Discipline: Tonal Magic
Elements: Audible, Gesture, Material
Target: See Below
Duration: 1 hour
Rarity: Common
Trigger: Completion of Casting
Range: Self
Area of Effect: 15ft (7.5m)

The caster performs a magically enhanced musical piece which is able to alter the current mood/intent of all characters within the specified area of effect. These can be either Player Characters or NPCs, but must be of a heritage/parentage/race considered "playable" in game.

Each potential target within the spell's area of effect must attempt a Willpower (WIL) save with a DC of 10 plus the caster's CHA bonus. If the save fails, the target's attitude on the Hostile-to-Helpful scale can be altered by one positions either up or down as the caster desires. The effect lasts for 1 hour, during which the targets are immune to any further attempts to magically influence their mood. Other actions, events, or circumstances could, however, non-magically alter their moods during this period.

If a target's WIL check succeeds, that individual's attitude remains unchanged, and they are immune to any further attempts to magically alter their attitude toward the caster for one hour. (Other, nonmagical attempts, such as those using the Diplomacy or Intimidation Acquired Specialties, can still be attempted.

This spell simply alters the target's mood; it does not provide any compulsion to follow orders. Given that, though, a Helpful target is quite likely to go along with suggestions made by the caster - provided they can understand the caster's language. It is not necessary for the targets to understand the caster's language in order for the spell to work, though.

The Material component for this spell is an instrument which the caster must play to evoke the magical effect. It is not consumed by the casting.

Tier 2 Spells and Abilities

Tier 3 Spells and Abilities

Tier 4 Spells and Abilities

Tier 5 Spells and Abilities

Tier 6 Spells and Abilities

Tier 7 Spells and Abilities

Tier 8 Spells and Abilities

Tier 9 Spells and Abilities


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