Another of the AEG mini-modules. I apparently did not scan the whole stack of them so I may be able to locate some of them and actually review them in a little more detail. For this one Kin and Kinsmen I will have to refer to the Amazon blurb.
Hidden in frozen wastelands and surrounded by untold treasures is the Kingdom of the Seven-Day Sun, and home to wise King Jarrod. But times have changed. At the peak of winter festivals, the head of Jarrod's guard finds his lord dead upon his throne - murdered. As the castle and its grounds close by both snow and suspicions, Crown Prince Hess and his council, the Table of Lords, begin an investigation. During his coronation, Hess is also targeted and everyone is suspect. Even his own kin, the Table of Lords, is not above suspicion, for each is a potential heir to the throne. Fingers point and old rivalries return as the truth is sought. In the dead of winter, among murderous alliances and old bonds of blood, regicide looms large. The greatest terror the land has ever seen grows terrifyingly close to the throne, and all that stands between the Kingdom of the Seven-Day Sun and its fate is a band of foreign warriors untrusted by all.
Spell:
Cassandra's Imaginary Lock
Level: Second
Range: 6"
Duration: Special
Ares of Effect: One Item
Components: V,S,M
Casting Time: One Round
Saving Throw: Special
When this spell is cast the magic user causes a lock that illusionary in nature to appear. The lock will appear on any item that the caster wants though having it appear on something a lock would not normally be on will make it obvious as not being real. The lock will appear to be the appropriate type for what it is would be on.
The lock when looked at will not be detectable unless the person looking at it specifically states they think it is illusionary in nature and then they make a saving throw versus spells. There is nothing to give a character reason to be suspect of the lock so if players begin doubting every lock the DM may want to start applying penalties to their saves.
If a thief tries to pick the lock you can have them go through the normal process. When the attempt begins the caster will become aware of the attempt to pick the lock. The thief will have their normal pick lock percentage reduced by one percentage point per point of intelligence of the caster. During the process if they succeed or fail the thief will get another save this time at +4. If the lock is picked or a save is made the illusion vanishes.
The material component of this spell is a small lock and key that will cost the cater no less than fifty gold. The lock must remain on the caster if they are to be made aware of the attempt and a new lock must be used for each casting.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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