Purple Wyrm

Spells, Living (Charm Person & Sleep)

Quite possibly no spells have been more researched, practiced, and cast than the "Novice's Trinity": charm person, light, & sleep. Evidence for this can be found among the drier footnotes of Synod phenomena reports describing how decades of apprenticeships create a thick layer of residue from these 3 spells that often masks more subtle signals.

But even more esoteric missives have characterized this residue taking a more concrete form and haunting ruins and foundations of former wizard abodes. The living versions of these spells are described thus:

Living Charm Person: This spell takes the form of an eyeless songbird with two mouths and four tongues like floral stamens. Those who can see and hear this arcane avian artifice start to coddle it and become increasingly obsessed, spending almost all their wealth on ever more elaborate cages as the bird grows larger. If large enough, these "birds'" eggs begat human-headed harpies.

1 HD 60' MV 14 AC Special: Enthralling Nature

Enthralling Nature: PCs must save versus spells. On a failure, they allow the bird to alight on their hand. They will then not participate in combat for the rest of the adventure, fearing the bird's safety

Living Sleep: Takes the form of a large cloud in the shape of fluttering pale green moths which feel like a warm breath textured with fine sand. Also known as the "Breath of Nodens", nests of these are found in furniture, beds, and old closets in abandoned abodes. Encounters with this living spell have often been recorded in knight's tales of old, where the knight's squires often humorously succumb to the soporific effects while the knight's own strong will keep them protected.

1 HD 60' MV 10 AC Special: Sleep, Not harmed by mundane weapons

Sleep Swarm: Covers a 40' area and 2d6 HD worth of creatures (less than 4+1 HD) are affected and fall into a normal slumber even creatures who do not need sleep. If all PCs in a party are asleep in a dungeon, they will wake up one level lower.

Immune to mundane weapons: A swarm cannot be affected by normal weapons, but can be affected by fire and moved by gusts of air or even dispersed by a strong enough wind. Even a hand fan can move the edge of a swarm.

#monster