Avert Evil Eye

So, in 1992, Dungeons & Dragons had the wonderful gaming world of Al-Qadim. Things seemed to change in the real world and Al-Qadim seemed to disappear. However those of us who remember her, still appreciate her elegance. But one of the things I remember were the vast array of spells that were available that seemed to vanish. Well, here’s one to throw out there and use against your enemies! And, it’s a first level to boot. Beware the Evil Eye.

Neither Fate nor Fortune can be said to smile upon characters afflicted with the evil eye. They become hapless and unlucky. All saving throws suffer a -2 penalty, as do all proficiency and ability checks. New
encounters are indifferent at best, never friendly. Strangers can sense that something is wrong with the
“sufferers,” but rather than sympathy, they feel distrust. Local governments view anyone afflicted with the evil eye as shifty; a sufferer’s business may be audited for fraud. Local clergymen view sufferers as potentially dangerous, and may search their belongings or even refuse to offer hospitality. A character afflicted with the evil eye only can be cured by remove curse or quest. The avert evil eye spell can protect a character from this plight (even a pompous braggart), but the spell is of no help after the fact.

Province: Universal
Range: Touch
Components: V, S, M
Duration: 24 hours/level
Casting Time: 1
Area of Effect: 1 object and creature
Saving Throw: None
Reversable

This is a common and popular spell in the Land of Fate. The danger of the evil eye (see Chapter 5) is ever-present, and the wise and the cautious often seek protection from its glare. Avert evil eye protects one creature against this danger. The wizard casts the spell upon a single blue bead made of glass, while voicing the recipient’s common name (or identity). The caster must touch the bead, but he needn’t
touch the recipient. The bead is then sewn into the fabric of the recipient’s outer clothing, or crushed and placed in the recipient’s drink. Most rulers with a wizard handy prefer the latter method; the outward show of such a bead might be construed as fear, and a wise emir does not show fear to his people. As long as the bead is in the recipient’s possession—or for the duration of the spell, if it’s imbibed—any check against the evil eye is automatically effective. Further, avert evil eye provides a +1 bonus to all saving throws vs. enchantment/charm magic. It also provides a +2 saving throw bonus vs. the effects of the curse spell. It offers no protection against a curse wrought by other means (magical or otherwise).
The reverse of this spell, attract evil eye, requires a black bead instead of blue. The target is allowed a
saving throw vs. spells; if it succeeds, he is immune and the bead is worthless. If the saving throw fails, the
target attracts the evil eye automatically, regardless of his own modesty and humility, with all ill effects as
noted for this foul curse (-2 penalty to saving throws, ability checks, and proficiency checks; new encounters are “indifferent” at best). In addition, the recipient of the reverse spell suffers a -1 penalty to all saving throws vs. enchantment/charm spells, as well as a -2 penalty when saving vs. all curses (not just those created by the spell).

Avert evil eye negates the effects of attract evil eye, but only if the former precedes the latter. Once the
evil eye is upon the victim, only stronger magic such as remove curse or quest can remove it.

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