The Seductress Character Class

Over on Grognardia, James Maliszewski covers White Dwarf issue #13, published back in June/July 1979. One article features the Houri, a female character class steeped in the arts and spells of seduction. I wish I’d subscribed to White Dwarf back in the day. I never saw it in stores, though I knew plenty of its existence through Dragon magazine, which I did subscribe to and which often referred to it. White Dwarf was like the Judges Guild products, edgier and less polished than the TSR stuff, and harder to come by. I would have loved the Houri class.

The Houri, or Nymph, or (as I prefer) Seductress is defined as “a very specialist sub-class of magic-user, their specialty being concerned with spells of charming and similar abilities. They also have the power to seduce single individuals and the ability to hide in shadows like thieves.” They need a charisma score of at least 15, and intelligence and dexterity scores of at least 10, and they must be human, elven, or half-elven. For weapons they can only use daggers and pins (though I never really followed weapons rules for character classes too closely) and cannot wear armor, which is reasonable since that would interfere with the ability to seduce effectively.

Here are the charts for advancement and spells.

I have a pdf of White Dwarf #13, and as I was reading through the spell descriptions I noticed that some of them were later reproduced, verbatim, in the fan-made Book of Unlawful Carnal Knowledge. I had already incorporated spells from that book in various module designs. For example, in the Sylaire part of my revised version of Castle Amber, I made Sephora a monstrous seductress, who turns men into sex slaves and then discards them when they bore her.

Between the 48 houri spells listed in White Dwarf, and the 149 carnal spells listed in the Book of Unlawful Carnal Knowledge (many of which overlap), I revised the houri class, calling it the seductress, narrowing the pool of spells down to 63. Needless to say, this material will not be to everyone’s taste or comfort level. Many D&D players, especially in the woke age, would say this character class has no class at all. That is to be expected, and to each of course their own. But for fans of the classic pulps (which are chock full of femmes fatales), the seductress will be seen as a perfectly suitable character class with a loads of potential.

Spells of the Seductress

The following 63 spells are those which the seductress has access to in addition to the spells from the standard mage and illusionist lists in the Player’s Handbook.

1st Level

1. Charm Male
2. Dire Chastity
3. Ecstasy
4. Fascination
5. Flash
6. Freudian Thoughts
7. Kiss of Healing/Wounding
8. Kiss of Sleeping/Waking
9. Masturbation
10. PMS
11. Seduce I
12. Silvertongue

2nd Level

1. Communicate
2. Dispel/Transfer Charm
3. Emperor’s New Clothes
4. Impotence
5. Jealousy
6. Kiss of Strength/Weakness
7. Protection from Disease
8. Reverse Sexual Orientation
9. Seduce II
10. Sleep Theft

3rd Level

1. Bodyguard
2. Candlelight Dinner
3. Kiss of Slavery
4. Obsession
5. Resist Charm
6. Seduce III
7. Sexual Nerd
8. Tiny Brothel

4th Level

1. Kiss of Linking
2. Kiss of Paralysis
3. Reverse Gender Orientation (Gender Dysphoria)
4. Seduce IV
5. Strip
6. Transfer Pregnancy
7. Vampiric Passion
8. Virtuous Ward

5th Level

1. Embarrassing Fetish
2. Kiss of Change
3. Kiss of Disfigurement
4. Lovesickness
5. Lust
6. Seduce V
7. Sex Slave
8. Stop!

6th Level

1. Blown Kiss
2. Heartbreaker
3. Kiss of Death/Life
4. Kiss of Regression
5. Mass Ecstasy
6. Seduce VI
7. Sex Change
8. Wall of Roses

7th Level

1. Impregnate
2. Planar Lover
3. Seduce VII

8th Level

1. Mass Lust
2. Power Word, Castrate
3. Temple of Lust

9th Level

1. Eternal Ecstasy
2. Orgiastic Storm
3. Summon Cissaldan

 

Blown Kiss

Enchantment. 
Level: 6. Casting Time: 1 round. Range: 100 yards. Target: 1 person. Duration: special. Saving Throw: none. Spell Resistance: no.

This spell enables the seductress to “blow” any kiss spell of levels 1-6 up to a range of 100 yards, without physical contact. It must be used in conjunction with another kiss spell.

Bodyguard

Enchantment. 
Level: 3. Casting Time: 1 round. Range: 30-foot radius. Target: all creatures up to 3 HD. Duration: special. Saving Throw: negates. Spell Resistance: yes.

This spell affects all characters and creatures of up to 3 HD within a 30-foot radius of the seductress. Any of them who fail their saving throws will immediately disregard their previous purposes or allegiances, leap to the seductress’ side, and form a protective ring around her. The bodyguards will defend her from all assailants, even their own friends and allies. The bodyguards are not charmed, however, only under a special command to not allow harm to come to the caster. Once they have protected the caster from immediate danger they will each become catatonic for 1-6 turns before returning to normal.

Candlelight Dinner

Conjuration. 
Level: 3. Casting Time: 1 round. Range: 0. 
Area: one room of maximum 40 square yards. Duration: 1 night. Saving Throw: special. Spell Resistance: no.

The caster sanctifies an area with lustful magic. All food and drink become finely and enchantingly flavored, the light becomes softer, the room warm and eyes are alight. A mild and romantic scent lies over everything. For every candle present, three additional candles are summoned. Anyone entering the room is sexually aroused (no save), and must save vs. spells if they wish to attack the caster. If the save is failed, that person will fight to protect the caster.

Those exposed to a candlelight dinner will be at an extreme disadvantage if any of the following spells are cast on them: charm, ecstasy, jealousy, lust, sex slave. Anyone who has been at a candlelight dinner within the last three hours will save at a -5 penalty against any of those spells.

Charm Male

Enchantment. 
Level: 1. Casting Time: 1 round. Range: 25 feet + 5 feet/2 caster levels. 
Area: one male humanoid creature. Duration: 6 hours/caster level. Saving Throw: negates. Spell Resistance: yes

.

This spell is identical to the first-level mage spell, charm person, except that it works only on heterosexual (or bisexual) males — or on homosexual (or bisexual) females — and the victim must save at a -3 penalty. The duration is also much longer (6 hours per caster level, instead of 1 hour per caster level).

Communicate

Divination. Level: 2. Casting Time: 1 round. Range: caster
. Target: caster. Duration: 10 rounds/caster level Saving Throw: none. Spell Resistance: no.

The seductress may communicate with any intelligent creature in its own language for the duration.

Dire Chastity

Necromancy. Level: 1. Casting Time: 1 round. Range: touch
. Target: Creature touched. Duration: 1 day/level Saving Throw: none. Spell Resistance: Yes

This spell delivers 1d6 points of damage +1 point per caster level (maximum +10) to a living creature for each full act of sex engaged in. Some of the more sexually active undead (such as vampires) have been known to use this spell upon themselves, as they are healed by the negative energy rather than harmed.

Dispel/Transfer Charm

Enchantment. 
Level: 2. Casting Time: 1 round. Range: 25 feet + 5 feet/2 caster levels. 
Area: one humanoid creature. Duration: permanent or whatever time remains on the original charm spell. Saving Throw: none. Spell Resistance: yes

.

This spell either removes the effects of a charm spell, or transfers control over a charmed individual to the seductress. If the latter, the charmed individual must be either heterosexual (or bisexual) male or homosexual (or bisexual) female.

Ecstasy


Enchantment. 
Level: 1. Casting Time: 1 round. Range: 5 yards. 
Target: 1 person. Duration: 1 minute + one minute per caster level. Saving Throw: negates. Spell Resistance: yes.



This spell causes the subject to go into an enjoyable, screaming, orgasmic fit. The person may be any bipedal human, demihuman, or humanoid of giant-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. That victim may save to avoid the effect. Failure results in a loss of all dexterity bonuses to armor class, inability to move from one’s current location, although he/she will be able to defend with a modification of –2 to everything and is not considered to be entirely helpless. The victim cannot cast spells, attack, use items, etc, except in defense.

Embarrassing Fetish

Enchantment. Level: 5.  Casting Time: 1 round. Range: 10 yards. Target: 1 creature. Duration: permanent. Saving Throw: daily. Spell Resistance: yes.

The spell affects one intelligent creature, and causes it to be erotically enthralled by a single kind of object or behavior. A sample of that kind of object or behavior arouses the subject uncontrollably, and by the same token, it is impossible to achieve erotic pleasure or orgasm without the fetish object or behavior present.

Examples of fetish objects are red hair, spiked heels, whips, jeweled short swords, oak leaves, artificial limbs or amputees, green tunics, tuna, cheese, sheep, hobbits, kobalds, red dragons’ tongues, royal guards in uniform, children, octogenarians, members of one’s immediate family, etc. Examples of fetish behaviors are having small insects and snails crawl all over one’s body, inflicting pain on another person, inflicting pain on oneself, being strangled, strangling another person, being bound, binding another person, being charmed or commanded, staging one’s own mock execution, and innkeepers’ daughters pouring beer down one’s chest, etc. The spell is extremely versatile and may be made as detailed and kinky as desired.

Like Reverse Sexual Orientation and Reverse Gender Orientation, this spell has no save initially. Upon first realizing that one has a fetish, if the subject strenuously objects, he or she is allowed a saving throw after 24 hours, and another saving throw after every subsequent 24 hours, but at a cumulative penalty of -1 per day. A save of 20 always succeeds.

Emperor’s New Clothes

Illusion. Level: 3. Casting Time: 1 round. Range: 5 yards/caster level. Target: 1 person. Duration: 1 minute/caster level. Saving Throw: negates. Spell Resistance: yes.

Devised originally as a prank spell, it causes all of the target’s clothing and bodily possessions to become invisible, but not the target itself. The target sees his or her clothes as they normally are. Swords in scabbards are considered bodily possessions, but not if in hand. Any clothes put on after the spell is cast do not become invisible. Invisible items remain invisible for the duration of the spell or until dispelled.

Eternal Ecstasy

Transmutation. Level 9. Casting Time: 1 round. Range: touch. Target: 1 creature touched. Duration: permanent. Saving Throw: none. Spell Resistance: yes.

Those versed in arts of ultimate ecstatic experiences devised this spell to deal with their worst enemies. Most arch-mages prefer to trap the souls of their enemies or lock them into temporal stasis; seductresses are not so kind. By casting eternal ecstasy the target is locked in an endless state of all-devouring pain-pleasure. Unless the target is able to resist this magic with spell resistance, he or she is rendered completely unable to move or act, thoroughly helpless, and reduced to 1 hit point permanently, out of constant strain to body and mind. If not somehow taken care of, the subject of this spell will perish in a short time through lack of nourishment and sleep. This spell works on any creature able to feel pleasure and pain. 

This spell is permanent until the target is destroyed. Not even death will end the torture of a victim, unless a divine power takes mercy on such a poor soul. The soul of the victim will be caught up in a never ending state of eternal orgasm. Only greater restoration, miracle, or wish spells can remove the effect — and even in these cases the victim must save or go insane from having been subjected to an ecstatic torment that mortals are not meant to endure.

Fascination

Enchantment. Level: 1.  Casting Time: 1 round. Range: 12 yards. Target: 1 person. Duration: 10 minutes per caster level. Saving Throw: negates. Spell Resistance: yes.

The affected person will be unable to do anything at all except follow the caster wherever she goes, unable to look away from her. If attacked, the affected will try to beat off any opponents, including his own comrades, in a berserk fury (+2 to attack, -2 to AC) in order to continue moving towards the spellcaster. If the spellcaster shows any signs of hostility to the affected person, the spell is ended immediately.

Flash

Illusion. Level: 1. Casting Time: 1 round. Range: 12 yards. Target: 1 creature per caster level. Duration: 1 round per caster level. Saving Throw: negates. Spell Resistance: yes.

In casting this spell, the seductress must expose a body part (knee, thigh, shoulder, or something more sensitive, as the caster desires) and say something suggestive if not outright lewd. The spell will only affect members of the opposite sex or homosexuals. It will cause all creatures affected to be stunned (for the duration) by the incredible attractiveness of the body part they have just seen exposed.

Freudian Thoughts

Enchantment. Level: 1.  Casting Time: 1 round. Range: within hearing range of the subject. Target: 1 person. 
Duration: 10 minutes per level. 
Saving Throw: negates. Spell Resistance: yes.

This is a great role-playing vehicle that turns a character into a pervert. The victim of the spell begins consciously and subconsciously to interpret everything in sexual terms. For example, the subject would perceive a sword attack not only as melee but also as an attempted rape by a male, and would experience eating a hot dog as eating cock, and… on and on.

Heartbreaker

Necromancy. Level: 6. Casting Time: 1 round. Range: 30 feet. Target: 1 person. 
Duration: instantaneous. 
Saving Throw: negates. Spell Resistance: yes.

This spell induces a sudden heart attack in a victim. Failure to save vs. spells results in death. Victims who are resurrected will return with a permanent loss of strength, dexterity, and constitution points (1-6 each), and will have a 5% chance of another heart attack every time they exert themselves from then on.

Impotence

Enchantment. Level: 2.  Casting Time: 1 round. Range: 5 yards. Target: 1 person. Duration: 24 hours. Saving Throw: negates. Spell Resistance: yes.

The victim of this spell becomes impotent for a day, unable to engage in any sexual activity, and make all attacks and modifiers at a -2 penalty. Wisdom, constitution, and charisma scores are lowered by 3 points each during this time period, and the victim feels downright miserable.

Impregnate

Conjuration. Level: 7. Casting Time: 1 round. Range: touch. Target: 1 female. Duration: special. Saving Throw: negates. Spell resistance: yes.

This spell creates life and, according to some myths, a new soul, in a creature capable of bearing young, usually a female. Casting this spell on a male has unpredictable effects, half the time (10-50) doing nothing, the other half (51-00) resulting in a “male pregnancy” which results in the death of both the male and the fetus when it reaches four months old and ruptures the males internal organs, unable to survive anymore.

Jealousy

Enchantment. Level: 2. Casting Time: 1 round. Range: 6 feet
. Target: 1 to 6 persons. Duration: 20 minutes + 10 minutes per caster level. Saving Throw: negates. Spell Resistance: yes.

The affected people will become jealous of the caster or selected person, to the extent that they will ignore the caster or any other source of danger present and quarrel amongst themselves, except when someone not belonging to the affected group attacks the group. There is a 33% chance of such an argument leading to blows and, if it does, there is an additional 10% chance of the fight being to the death. If the fight is not to the death, then the combatants will come out of the spell when reduced to half of their hit points.

Kiss of Change

Enchantment. Level: 5. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: permanent. Saving Throw: none. Spell Resistance: no.

This is a polymorph others spell in all ways, except that it comes by a physical kiss, the duration is permanent, and there is no saving throw, though constitution checks are periodically allowed to break free of the polymorph. A constitution score of 6 or less allows a constitution check after three weeks, and every three weeks thereafter; between 7-9, every two weeks; between 10-12, every week; between 13-15, every three days; between 16-17 every day; and 18 or above every twelve hours. The seductress may end the change at any time with a second kiss.

Kiss of Death/Life

Necromancy. Level: 6. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: permanent. Saving Throw: negates. Spell Resistance: no.

There are no saving throws against any of the kiss spells, except against the kiss of death, but even this save is made at a severe penalty of -5. Those who do save lose half their remaining hit points. The reverse of the spell returns a corpse to life (as a raise dead spell, not resurrection), provided the subject successfully survives the return from death based on his or her constitution score.

Kiss of Disfigurement

Enchantment. Level: 5. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: permanent. Saving Throw: none. Spell Resistance: no.

This permanently reduces the charisma of the victim to zero — he or she grows horns, an extra nose, loads of warts, and develops a hideous body stench, as well as a speech impediment. The victim is shunned by strangers, and even friends and allies, who will probably attack if approached by the poor victim. The seductress may end the horrible condition at any time with a second kiss — if she can bear doing so.

Kiss of Healing/Wounding

Enchantment. Level: 1. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: instantaneous. Saving Throw: none. Spell Resistance: no.

The is a cure spell, restoring 4-7 hit points (d4+3) to an injured person. The seductress must kiss the person somewhere on bare skin. The reverse of the spell is a kiss that causes 4-7 hit points of damage.

Kiss of Linking

Enchantment. Level: 4. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: up to 10 hours. Saving Throw: none. Spell Resistance: no.

The seductress’ kiss links the mind of the seductress with that of another person for up to 12 hours, and during this period the two will think and act as one person, under the seductress’s control. The seductress will be able to speak and cast spells through the other person. There is a base 10% of their minds ending up in the wrong bodies when the spell wears off, +5% for every hour linked (so 15% if the minds are linked for 1 hour, 60% if the minds are linked for 10 hours). If one of the two linked characters die, then both minds will end up permanently in the body of the survivor, resulting in a dual or split personality.

Kiss of Paralysis

Enchantment. Level: 4. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: 1-7 days. Saving Throw: none. Spell Resistance: no.

This is a hold person spell in all ways, except that it comes by a physical kiss, there is no saving throw, and the duration is for 1-7 days (or until the seductress wakens the victim with a second kiss).

Kiss of Regression

Necromancy. Level: 6. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: permanent. Saving Throw: none. Spell Resistance: no.

The caster’s kiss causes the victim to age backwards, both physically and mentally. Because this happens so subtly, the victim may not realize it’s even happening for many months. The seductress can cause the victim to start aging forwards again with a second kiss.

Kiss of Slavery

Enchantment. Level: 3. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: 1 day per caster level. Saving Throw: none. Spell Resistance: no.

This is a charm person spell in all ways, except that it comes by a physical kiss, there is no saving throw, and the duration is for 1 day (24 hours) per caster level (or until the seductress releases the victim with a second kiss).

Kiss of Sleeping/Waking

Enchantment. Level: 1. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: 1-10 turns + 1 turn/caster level. Saving Throw: none. Spell Resistance: no.

The victim of this kiss falls into a deep coma for the duration (or until the seductress wakens the victim with a second kiss), and cannot be wakened by normal means. The reverse of this spell will negate any kind of coma or magical sleep.

Kiss of Strength/Weakness

Enchantment. Level: 2. Casting Time: 1 round. Range: physical kiss. 
Target: 1 person. Duration: 24 hours/1 hour. Saving Throw: none. Spell Resistance: no.

The kiss bestows 5-8 strength points and grants automatic initiative on attacks for one hour. The reverse removes 5-8 strength points and makes the victim unable to attack for one hour.

Lovesickness

Enchantment. Level: 5. Casting Time: 1 round. Range: 6 feet. 
Target: 1 male person. Duration: special. Saving Throw: negates. Spell Resistance: yes.

This spell works on heterosexual (or bisexual) men, or homosexual (or bisexual) females. It makes the victim fall so in love with the seductress that as soon as the victim loses sight of her, he or she begins to waste away. The victim stops eating food, turns to drinking, and becomes a general wreck, fighting at a -5 on all modifiers. As a result, the victim will die of malnutrition in a number of days equal to her/his constitution score plus 10, and there is a 15% chance of committing suicide. What’s more, if the mage tells her/him to go away, she/he is compelled to do so. This nasty condition must be treated by cure disease, heal, miracle, or a wish.

Lust

Enchantment. 
Level: 5. Casting Time: 1 round. Range: 25 feet + 5 feet/2 caster levels. Target: one living creature. Duration: 1 minute/caster level
. Saving Throw: negates. Spell resistance: yes

.

This spell uses the reproductive urges inherent in any creature, and causes them to go haywire. A creature affected by this spell suddenly wants to mate with the first person they see (often the seductress but not always), and will advance upon that person. The preferred person will be according to the victim’s sexual orientation, but in the absence of an appropriate gender, someone from the opposite gender will do just fine. Their mind clouded with hormones, they hardly think straight. They leave themselves open for hits (-4 AC), will not be detracted from their target (move towards the first thing of similar type they see until the duration expires). They’re distracted and easy to sway (-4 to saves), especially by their target (the thing they’re moving toward gets an additional +4 bonus to checks involving charisma). This lust is suicidal in nature. The target will do anything to embrace and mate with the person he/she is lusting for, often resulting in walking off cliffs, impaling the self on weapons, and generally being a nuisance.

Mass Ecstasy

Enchantment. 
Level: 6. Casting Time: 1 round. Range: 25 feet + 5 feet/caster level. Target: 10-foot cube/caster level. Duration: 1 hour/caster level
. Saving Throw: negates. Spell resistance: yes

.

This spell causes victims to go into an enjoyable, screaming, orgasmic fit. Similar to the ecstasy spell, it causes those who fail their saving throws to be caught up in a real pleasurable experience so that he/she loses all dexterity bonuses to armor class, cannot move from his/her current location, although he/she will be able to defend with a modification of –6 to everything and is not considered to be helpless. He/she cannot cast spells, attack, use items, etc, except in defense. They also might pass out for 1-4 rounds (a constitution check is necessary every turn), but when they regain their senses, the torment of the ecstasy continues (no new save).

Mass Lust

Echantment. 
Level: 8. Casting Time: 1 round. Range: 100 feet + 10 feet/caster level. Target: 20-foot cube/caster level. Duration: 1 minute/caster level. Saving Throw: negates. Spell resistance: yes

.

This spell is the level-five lust spell that inspires reproductive urges in a span of creatures, but it affects many creatures at a longer range, and gives -6 penalties instead of -4, and the initial saving throw is made at -3.

Masturbation

Enchantment. Level: 1. Casting Time: 1 round. Range: 10 yards. Target: 1 creature. Duration: 1 minute per caster level. Saving Throw: negates. Spell Resistance: yes.

This spell causes an irresistible urge to masturbate with any and all external sexual organs. If no appendages are free for this purpose, the subject will rub the sexual organs against any nearby functional object.

Obsession

Enchantment. Level: 3. Casting Time: 1 round. Range: touch
. Target: 1 person. Duration: 10 minutes + 1 minute per caster level. Saving Throw: negates. Spell Resistance: yes.

The subject is overwhelmed by the erotic desire for some animate creature chosen by the spellcaster. A “crush” does not begin to describe the effect; the subject is truly in love with the creature. It must be a creature that the subject might feel some attraction to under normal circumstances, and the subject will not act contrary to alignment or personal ethic. The character should be played as if deeply in love.

Orgiastic Storm

Abjuration. Level: 9. Casting Time: see text. Range: 500 ft. radius energy blast with a 10 ft radius safe zone at the center. Duration: until married. Saving Throw: halves. Spell Resistance: no.

The seductress must begin casting this spell at the moment of being penetrated. At the moment of orgasm, she shouts out the final verbal component, and the spell is let loose. A thunderous explosion detonates, with blinding white light centered around the seductress. All who are more than 10 feet away and within 500 feet of the caster are affected by the resulting explosion, which can be seen from across the horizon. The explosion causes 20d6 points of damage; a successful save reduces it by half. Additionally, all those within 2,500 ft. (who can see the blast) must save or be permanently blinded.

Planar Lover

Conjuration. Level: 7. Casting Time: 10 minutes. Range: close (25 ft. + 5 ft./2 levels). Target: special. Duration: instantaneous
. Saving Throw: negates. Spell Resistance: yes.

These are just like the planar ally spells, which summon an extraplanar creature to perform one task in exchange for a favor or the gift of a magic item. But the favor required is always sex: the seductress must make love to the planar in order to seal the pact. When an evil seductress uses this spell (to summon evil beings), she may instead make an offering of rape victims equal to 1 HD per level of the seductress. If these victims are either attractive looking or virgins, then the planar lover will provide two boons, or will double the amount of time spent on an open-ended task.

PMS

Necromancy. Level: 1. Casting Time: 1 round. Range: 10 yards. Target: 1 creature. Duration: 1 minute per caster level. Saving Throw: 1/2. Spell Resistance: yes.

This spell causes the subject to experience an unceasing, agonizing, dull throbbing pain throughout the groin and lower abdomen, as though all the muscles in that area were clenched in a vise. Attacks and saving throws are treated as if the victim is one level lower, and Constitution and Charisma scores are each halved for the duration of the spell. A successful save results in a nagging headache. Males are affected by this spells as much as females, and indeed this tends to be a favorite spell of seductresses who enjoy letting men know what PMS’ing really feels like.

Power Word, Castrate

Conjuration. 
Level: 8. Casting Time: 1 round. Range: 25 feet + 5 feet/2 caster levels. Target: creatures with up to 120 total hit points within a 15 foot-radius sphere. Duration: permanent
. Saving Throw: none. Spell resistance: yes

.

When this spell is cast, one or more male creatures of any type within the spell range and area of effect are castrated. The power word castrates one male creature with 120 or fewer hit points, 2 creatures with 60 or fewer hit points, 3 creatures with 40 or fewer hit points, 4 creatures with 30 or fewer hit points, 5 creatures with 24 or fewer hit points, 6 creatures with 20 or fewer hit points, 8 creatures with 15 or fewer hit points, 10 creatures with 12 or fewer hit points, 12 creatures with 10 or fewer hit points, 15 creatures with 8 or fewer hit points, or 20 creatures with 6 or fewer hit points.

There is no save for the castration and it is excruciatingly painful — as if the victim’s balls had been ripped off by piercing talons — leaving the victim on the floor utterly incapacitated for 1-8 rounds.

Protection from Disease

Abjuration. Level: 2. Casting Time: 1 round. Range: touch. Target: 1 creature. Duration: 1 day/caster level. Saving Throw: none. Spell Resistance: no.

By means of this spell, the caster bestows total invulnerability to disease. The creature cannot contract, become a carrier, or pass on any disease he/she may already have. This spell doesn’t cure disease it merely prevents it from affecting someone or transferring to another. When a person is subject to this spell, a glowing light appears on the subject’s palm. This is to assure anyone that the protection is on, and that, for example, being close to such a person or having sex with him or her is completely safe.

Resist Charm

Abjuration. Level: 3. Casting Time: 1 round. Range: touch. Target: 1 creature. Duration: 1 turn/caster level. Saving Throw: none. Spell Resistance: no.

This hedges the seductress with a protective aura making her immune to any kind of charm, hold, suggestion, command, geas, quest, and related spells.

Reverse Gender Orientation

Enchantment. Level: 4. Casting Time: 1 round. Range: 10 yards. Target: 1 creature. Duration: permanent. Saving Throw: daily. Spell Resistance: yes.

The subject becomes transsexual: unshakably convinced that he/she is, despite all biological evidence, of the opposite gender. The subject cannot disbelieve or be persuaded otherwise, and will immediately adapt hair, clothing, manners, speech, and behaviors accordingly. Males will behave in a feminine rather than an effeminate manner, and similarly females. In other words, the subject has no desire to parody or act like a caricature. If the subject’s species has more than two genders, the resulting gender orientation is DM’s choice. If the species has only one gender, the subject is unaffected.

 Like Embarrassing Fetish and Reverse Sexual Orientation, this spell has no save initially. Upon first realizing that one’s self-identification as male or female has changed, if the subject strenuously objects, he or she is allowed a saving throw after 24 hours, and another saving throw after every subsequent 24 hours, but at a cumulative penalty of -1 per day. A save of 20 always succeeds. Notice that gender orientation and sexual orientation are different concepts, and that this spell alone will not change orientation. Thus a straight female will consider herself a male who is attracted to men, and therefore a gay man; likewise a lesbian will consider herself a man attracted to women, and hence a straight man.

Reverse Sexual Orientation

Enchantment. Level: 2. Casting Time: 1 round. Range: 10 yards
. Target: 1 creature. Duration: permanent: Saving Throw: daily. Spell Resistance: yes.

This spell flips the subject’s sexual orientation: from heterosexual to homosexual, or vice versa. A bisexual who favors one gender will now favor the other, and a bisexual equally disposed towards both genders will be unaffected. Asexual creatures will not be affected. Creatures belonging to a species with more than two genders will be affected (if at all) by the DM’s discretion.

 Like Embarrassing Fetish and Reverse Gender Orientation, this spell has no save initially. Upon first experiencing sexual attraction in the altered way, or upon first questioning one’s unexpected lack of accustomed sexual attraction, if the subject strenuously objects, is allowed a saving throw after 24 hours, and another saving throw after every subsequent 24 hours, but at a cumulative penalty of -1 per day. A save of 20 always succeeds.

Seduce I

Enchantment. Level: 1. Casting Time: 1 round. Range: 6 feet
. Target: 1 person (with max. 4 HD). Duration: 1 turn (10 rounds) per caster level. Saving Throw: none. Spell Resistance: yes

.

This spell causes the affected male (or homosexual female) to drop all weapons, armor, and clothing, in an attempt to embrace the caster and have sex with her, leaving the victim virtually defenseless against attacks from the caster or any other character or creature.

Seduce II – VII affects a person with 6HD, 8HD, 10HD, 12HD, 14HD, and 16HD.

Sex Change

Enchantment. 
Level: 6. Casting Time: 1 round. Range: 5 yards/caster level. Target: one creature. Duration: permanent
. Saving Throw: negates. Spell resistance: yes

.

This spell causes the victim’s sex to change. Thus, a male becomes female and visa-versa. After the change, the victim will be confused for 10 to 100 minutes. Also, he/she will have a percent chance equal to his/her constitution of going insane because of the trauma.

Sex Slave

Enchantment. 
Level: 5. Casting Time: 1 round. Range: 10 yards. Target: one person. Duration: 1 day/caster level
. Saving Throw: negates. Spell resistance: yes

.

This very nasty and powerful spell reduces a living, intelligent person into a nymphomaniac sex slave whose only interest is bringing the caster to orgasm after creative orgasm. Once the spell has transpired, the former slave remembers every degrading thing that has happened, both the humiliation and the joy and pleasure it brought with it. However, the subject while enslaved will not only not object but will enthusiastically agree with every sexual suggestion made short of death. Each day, the subject is entitled to a new save.

This spell will generally not be used by good characters.

Sexual Nerd

Transmutation. Level: 3. Casting Time: 1 round. Range: touch. 
Target: 1 person. Duration: 24 hours. Saving Throw: none. Spell Resistance: yes

.

This spell makes the subject flirt like a clod, dance like an orc, and seduce like a used-chariot salesman. The subject will experience appropriate withering, shrinking, and sagging, and will be unable to achieve erection or lubrication. The nerd will have a charisma of 3 to anyone they cruise or flirt with. Orgasm is either impossible or else premature and highly unsatisfying.

Silvertongue

Enchantment. Level: 1. Casting Time: 1 round. Range: 10 yard radius. 
Target: anyone in the 10-yard radius. Duration: 1 hour. Saving Throw: negates. Spell Resistance: yes

.

This spell enables the seductress to lie so convincingly that the recipients will believe everything she says, unless their senses tell them otherwise.

Sleep Theft

Necromancy. Level: 2. Casting Time: 1 round. Range: touch. 
Target: 1 person. Duration: special. Saving Throw: negates. Spell Resistance: yes

.

This spell allows the caster to steal sleeping time from their sexual partner. The caster makes love with a person, and once that person climaxes he/she falls asleep for one hour per caster level, for a maximum of 12 hours, unless a saving throw is made. The caster is refreshed (instantly) just as if she had slept for that length of time and may even memorize spells.

Stop!

Enchantment. Level: 5. Casting Time: 1 round. Range: 20-foot radius. Target: all in the 20-foot radius. Duration: 1-4 turns. Saving Throw: none. Spell Resistance: yes

.

In casting this spell the seductress performs a dramatically lewd action — such as removing all her clothes — which causes the activity of all living intelligent beings in a 20-foot radius to cease absolutely for 1-4 turns. The affected beings simply stop and stare for 1-4 turns.

Strip

Enchantment. Level: 4. Casting Time: 1 round. Range: 5 yards per caster level. Target: 1 person. Duration: instantaneous. Saving Throw: none. Spell Resistance: yes

.

This spell causes one person to take off all armor, clothing, weapons, jewelry, etc. as quickly as possible. The subject will not want to put anything back on for 1-6 turns.

Summon Cissaldan

Conjuration. Level: 9. Casting Time: 1 round. Range: 30 yards. Target: one summoned creature. Duration: special. Saving Throw: none. Spell Resistance: yes

.

The casting of this spell will cause an interdimensional connection between the world of the seductress and the alternate world of the Cissaldans. A Cissaldan has two penises, two vaginas, and is incredibly revolting to look at. It can physically adapt to almost any sexual physiology. One such being will come through the gate and proceed to sexually assault whomever the seductress directs the spell against. The victim will immediately desire to do a “disgusting thing with a disgusting thing”, and will fall upon the Cissaldan with much vigor. The victim won’t be able to do anything else as he or she is consumed with making love to the Cissaldan until Kingdom Come. The two will mindlessly copulate until the victim dies of starvation. There is no known way of separating someone from a Cissaldan until the victim dies, save a miracle or wish. After the death of the victim, the Cissaldan returns to its home world.

Temple of Lust

Conjuration. Level: 8. 
Casting Time: 1 round. Area: one house. Duration: 1 day. Saving Throw: special. Spell Resistance: no.

Every room inside the house the spell is cast upon is under the effect of Candlelight Dinner. In addition, the caster of the temple receives a spell resistance of 50%, and no uninvited creature may enter the house without saving vs. spells at a -4 penalty.

Tiny Brothel

Evocation. Level: 3. Casting Time: 1 round. Range: touch. 
Area: 15 foot diameter sphere. Duration: 5 hours + 1 hour per caster level. Saving Throw: none. Spell Resistance: yes.

The caster creates an immobile, opaque, sound-proof field of any desired color around his person. Up to seven other human-sized creatures can fit inside, and they can freely pass in and out of the brothel without harming it, but if the caster removes herself from it, the spell dis cancelled. The temperature inside the hut is a cool 65 degrees Fahrenheit. It provides protection against the elements, such as rain, dust, sandstorms, and can withstand any wind of less than hurricane force without being harmed (a wind force greater than that destroys it). The interior of the hut is a hemisphere; the caster can illuminate it upon command, or extinguish the light as desired. The floor of the hut is soft and springy, and there are cushy pillows. The caster can cause the brothel play soft romantic music upon command. While the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. The hut can be dispelled.

Transfer Pregnancy

Enchantment. 
Level: 4. Casting Time: 1 round. Range: touch. Target: one person. Duration: permanent. Saving Throw: none. Spell resistance: yes

.

By casting this spell, a seductress can make another female pregnant with the embryo of a male that the seductress has had sex with. The caster can transfer the embryo up to 3 days (per caster level) after the day she was impregnated.

Vampiric Passion

Necromancy. Level: 4  Casting Time: 1 round. Range: personal. Target: the spellcaster. Duration: 1 minute/level. Saving Throw: negates (see text). Spell Resistance: yes.

This spell channels negative energy through the caster’s body, allowing the caster to drain energy from a victim through sexual contact. The combination of embracing and kissing drains one level; the victim must make a wisdom check to even notice the loss. Once noticed, the victim gets a save every round in the embrace to avoid losing a level. Sexual intercourse drains two levels; again, the victim must make wisdom check to notice the loss; again, the save must be made every round, and if successful, one level is lost instead of two.

Virtuous Ward

Abjuration. Level: 4. Casting Time: 10 minutes. Range: touch. Target: one creature. Duration: until discharged. Saving Throw: negates. Spell Resistance: yes.

Similar to the glyph of warding spell, this spell was designed to provide parallel defense for a person’s body. The mouth, eyes, vagina, anus and other openings of a character’s flesh can be warded, ensuring that such cannot normally be forced open by an undesired party, nor can things such as poisons or truth serums be forcefully administered. This power of the virtuous ward is similar to an arcane lock spell in that it would require a wizard four levels higher than the caster or a successful dispel magic spell to bypass the ward. Additionally, should someone manage to force something past the ward, either by magic or exceptional physical strength (25), the ward is destroyed with a intensive release of magical power. This blast does not cause any injury to the recipient of the virtuous ward spell, but it does cause 1d8 points of damage +1 point of damage per level of the caster to the offending party (no save). 

The ward is easy to spot, taking the form of tattoo-like runes encircling the protected area of the recipient’s body. There is no limit to the number of virtuous wards that can be placed on a single character, save that only one ward may protect any single opening.

Wall of Roses

Conjuration. Level: 6. Casting Time: 1 round. Range: 400 ft. + 40 ft./caster level. Area of Effect: wall of thorny rosebushes, up to one 10-ft. cube/level. 
Duration: 10 minutes/caster level. Saving Throw: none. Spell Resistance: no.

This spell creates a barrier of very tough, tangled rosebushes bearing needle-sharp thorns as long as a person’s finger. Creatures can force their way slowly through the wall, moving five feet in a round, provided they make a successful strength check each round. However, anyone moving through the wall takes 30 points of damage per round of movement, minus the creature’s AC subtracted from 10. (So a creature with AC 7 takes 27 points of damage per round, a creature with AC 2 takes 22 points of damage per round, a creature with AC -4 takes 16 points of damage per round; etc.) Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns away the barrier in 10 minutes.

 

One thought on “The Seductress Character Class

  1. Pathfinder (1st Edition) has a Witch class. The spell list is a mix of druid, cleric, and wizard stuff, not really many flashy evocation, lots of enchantments and necromancy/curses. They get their spellcasting power through a pact which grants them a familiar.

    They released an archetype for it called the seducer (archetypes are like kits from 2e Ad&D or variant classes) called the Seducer. You get a variant of Leomund’s Tiny But that creates a bowery garden; spending 1 hour sleeping with your fellow pc’s gives them a morale bonus on saving throws

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