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New Spell – Talk Talk (A to Z Challenge T)

23 April, 2013

Following an encouraging nod and raised wine glass from Amathea, the Songmistress of Solle, I finally approached General VanGreers, who had information on the fortress ruins we intended to explore, having besieged and destroyed it in his youth.

He had a reputation as a taciturn and laconic man, a soldier’s soldier, be today, he seemed in a mood for storytelling.  I asked about the fortress and he regaled me . . . for the next six hours on every detail of the siege and the subsequent sack of the fortress.  Every question I had was answered.  Slightly dazed, I made my way back over to Amathea.  She just smiled knowingly.

Talk Talk
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1

CASTING
Casting Time 1 action
Components S and see below

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one intelligent creature
Duration 1d4 x 10 minutes + 10/minute per level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
This spell makes the target much more talkative than normal.  They just cannot help themselves.  Even normally restrained people find themselves speaking to fill the silence.  Equally, while in stressful situations while under this spell, they find themselves blurting out the actions they intend to take.

While dealing with the subject of this spell, everyone gains a +2 bonus (increased by one per five levels of caster, to a maximum of +6 at 20th level) to any attempt to gain information from the subject and a bonus equal to half that (rounded down) on any attempt to sense motive as related to anything the person has said as they cannot help but to convey more information than they wish.

Additionally, if one can clearly listen to what the subject is saying in combat (usually not possible in a major melee but very likely in a one-on-one combat in a lonely room) they gain a +1 dodge bonus to AC and to CMB as the subject announces his intentions.

This spell can be cast very subtly, requiring only gestures but by adding verbal or the material component of a vial of honey or an alcoholic drink (either costing at least 1 gp) the DC is increased by 1 for each additional component used.  They must actually be used to get this bonus, using eschew spell material or the silent spell metamagic feat does not count.

Notes: A useful if odd spell, very much a “social game” spell but with very limited combat utility.  Inspired by the song Talk Talk by the band Talk Talk.

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One comment

  1. This is awesome.



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