Geas, Lesser

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level Bard 3, Sorcerer/Wizard 4
Components V
Casting Time 1 round
Range Close (25 ft. + 5 ft./2 levels)
Target One living creature with 7 HD or less
Duration One day/level or until discharged (D)
Saving Throw Will negates
Spell Resistance Yes

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties) can be ended by Break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Celtic Age Roleplaying the Myths, Heroes and Monsters of the Celts

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A geis (plural, “geasa”) is a powerful oath. It is only undertaken with the highest seriousness. Swearing an oath is one thing. Accepting a geis
is another.

A geis has magical properties. To break it almost always results in misfortune for the individual who does so. Because a Celt’s greatest possession is his or her honor, few refuse to undertake one – it’s a measure of the person’s greatness that he or she will risk mystical retribution rather than break his or her word. Those that do break a geis are looked upon with no sympathy whatsoever. They dishonored themselves and got what they deserved.

The exact nature of a geis is dependent upon several factors. It may be entered into voluntarily by a character or imposed upon him or her by a superior. If not commanded by a lord, it may certainly be declined, but the person must then have a good reason or be deemed a coward. A character may also place a geis upon himself or herself without provocation. This is often done to demonstrate honor or to motivate oneself.

Geasa are divided into two basic classifications: Lesser and Quest. They are defined by the consequences of betrayal.

While it is not necessary, most take the highest level geasa they can create. A person who imposes one on himself or herself wishes
to demonstrate his or her honor by accepting the most dire consequences possible. To do less would be cowardly. Masters who impose them on their underlings may choose to set the level lower than they are capable. This is usually dependent upon the task inherent in the oath.

Geas Lesser

Sample lesser geasa by classification are listed below.

Each is described in terms of the consequences of breaking the oath. Feel free to add to it in any fashion you desire.

D8 Roll lesser Geasa Affects
1

Character suffers a -2 penalty to all Attack rolls for 24 hours each time the geis is broken.

2

Character suffers a -2 penalty to all Damage rolls for 24 hours each time the geis is broken.

3

Character suffers a -2 penalty to all Saving Throws for 24 hours each time the geis is broken.

4

Character suffers a -4 penalty to a particular Skill check for 24 hours each time the geis is broken.

5

Character suffers some minor physical defect every time he or she lies (skin turns red, hair
falls out, voice squeaks, etc.).

6

Character’s weapon becomes difficult to hold. He or she must make a Reflex Save once per combat at DC 10 + the Level of the character who invoked the geis or drop the weapon.

7

Character becomes more susceptible to harm. Any time he or she takes 10 or more points of damage, the character must make a Fortitude Save at DC 10 + the Level of the person who invoked the geis or suffer an additional 1d6 points of damage.

8

Character loses his or her courage. At the beginning of every fight, he or she must make a Will Save at DC 10 + the Level of the character who invoked the geis or suffer from the effects of Fear.

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The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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