Sune’S Irresistible Touch Image

Whether by a benevolent blessing, a curse, or even blood magic, those who manifest Sune’s Irresistible Touch hold an uncontrolled portion of Sune’s power over love, for better or worse. Any creature that makes flesh to flesh contact with the character has a chance of being charmed into levels of affection from infatuation to murderous obsession. Such magic, if mastered, could tip the scales of any interaction in the characters favor. Uncontrolled however could spell disaster, death and doom for all involved.

Anyone who comes into direct flesh-to-flesh contact with you must make a Charisma saving throw against your spell save DC. On a failed save, the target becomes charmed by you, with the severity of the charm determined by a secondary roll. The charm lasts for 1 hour, and the target will take actions based on the level of charm they are under.

 

Secondary Roll for Charm Severity

When a creature fails the initial Charisma saving throw, roll a d20 to determine the level of charm they fall under. The results are as follows:

1–4: Mild Infatuation

  The target experiences mild affection toward you, viewing you with a heightened sense of interest and liking. They find you charming and pleasant, though not yet deeply infatuated.

Effect: The target will seek to be near you and act politely or even try to impress you. They are more likely to agree with you or offer assistance, but their feelings do not cloud their judgment.

Duration: 1 hour, broken only by aggression/damage. 

5–9: Affectionate Charm

  The target sees you as a trusted friend, feeling deep affection toward you. They will engage in friendly behavior, speaking kindly to you and helping you if asked. They will not take hostile actions against you.

Effect: No penalty to you.

Duration: 1 hour, broken only by aggression/damage.

10–14: Crush

  The target becomes infatuated with you and desires to win your favor. They are eager to please you and will try to do whatever they can to gain your attention or approval.

Effect: The target will go out of their way to impress you, offering help and favors. They will be extremely accommodating and will likely agree to almost anything you ask in order to win your affection. If the caster asks for something unreasonable, the target may hesitate, but they will generally try their best to fulfill the request.

Duration: 1 hour, broken only by aggressive actions or you intentionally rejecting them.

15–18: Obsession

  The target becomes deeply obsessed with you, prioritizing your needs above all else. Their feelings go beyond simple infatuation and grow into possessiveness, leading them to take drastic measures to ensure they remain close to you. They will become extremely possessive, possibly stalking you if you leave their range of vision. They may also make veiled threatsor direct threats to anyone they perceive as an obstacle to their relationship with you. If someone persists in interacting with you, the target may attempt to engage them in a fight or start an argument.

 

Exhaustion: The caster gains 1 level of exhaustion after each use of this power.

Duration: 1 hour, but broken only if you are knocked unconscious, killed, or forcibly separated from the target for 1 hour or more. 

19–20: Murderous Obsession

  The target’s obsession takes a dangerous turn. They will do anything to keep you from leaving or interacting with others, including harming you or others if necessary. The target becomes increasingly aggressive, paranoid and jealous, interpreting every action you take as a potential sign of rejection or betrayal. This will lead to the affected attacking allies, yours or theirs, or any creature that enters a 15 foot range of you. They may take actions to restrain or incapacitate you should you attempt to leave. They can no longer be reasoned with and will kill you before they let you go.

Exhaustion: The caster gains 2 levels of exhaustion after each use of this power.

Duration: Until the target is knocked out, killed, or the effect runs out (1 hour).

 

Control Over the Curse

As the bard grows more experienced, they gradually learn to manage the curse’s unpredictable nature. At lower levels, controlling the curse is difficult and tenuous, but as they progress, it becomes progressively easier to suppress its uncontrollable urges.

 Control Mechanic

At 1st–4th Level:

- The bard must make a Wisdom saving throw (DC = 15 + Charisma modifier) to control the curse. On a failure, the curse remains uncontrollable, and they must attempt to regain control again at the end of their next long rest.

- On a successful save, the bard can choose whether or not to activate the curse again for the next hour.

 

At 5th–9th Level:

- The bard now rolls a Wisdom saving throw (DC = 13 + Charisma modifier). On a roll of 13 or higher, the bard gains control of the curse for the next hour.

- On a roll of 12 or lower, the curse remains uncontrollable, and they must try again at the end of their next long rest.

 

At 10th–14th Level:

- The bard now rolls a Wisdom saving throw (DC = 10 + Charisma modifier). On a roll of 10 or higher, the bard gains control of the curse for the next hour.

- On a roll of 9 or lower, the curse remains uncontrollable, and they must try again at the end of their next long rest.

 

At 15th–19th Level:

- The bard rolls a Wisdom saving throw (DC = 8 + Charisma modifier). On a roll of 8 or higher, the bard gains control of the curse for the next hour.

- On a roll of 7 or lower, the curse remains uncontrollable, and they must try again at the end of their next long rest.

 

At 20th Level:

- The bard has fully mastered their curse. They roll a Wisdom saving throw (DC = 6 + Charisma modifier). On a roll of 6 or higher, they can freely control the curse.

- On a roll of 5 or lower, the curse remains uncontrollable, and they must try again at the end of their next long rest.

 

Breaking the Charm:

If the target is subjected to aggression (any damage, direct verbal threats, or an attempt to break their will), they can immediately make another Charisma saving throw to break free of the charm.

If the charm is at the Obsession level or higher, the charm will only end if the target is incapacitated, knocked unconscious, or killed.

Exhaustion:

The bard must rest to recover exhaustion in accordance with the standard rules. Each use of the curse at Obsessioncauses the bard to gain 1 level of exhaustion, and each use of the curse at Murderous Obsession causes the bard to gain 2 levels of exhaustion.

 

Sune’S Irresistible Touch Image

Comments

Posts Quoted:
Reply
Clear All Quotes