Haunting Notes
- SchoolDivination
- SphereDivination
- ComponentsV, S, M
- RangeSpecial
- Area1 creature
- Casting time1 rd.
- DurationSpecial
- SaveNeg.
The spell conjures up a small, mindless spirit (1/2 Hit Die) with no awareness of its own, which enters the body of the target creature and allows the shaman to locate it later.
To cast this spell, the shaman must play a brief melody on a musical instrument (and must be proficient in the use of such an instrument) while staring at and concentrating upon a single living creature within 15 yards. The creature receives a saving throw vs. paralyzation. If this is successful, the spirit returns to the spirit world and the creature never knows anything was attempted. If the spirit successfully enters the creature, the creature suffers no ill effects, nor does it have any reason to suspect that it has been invaded.
The easier can thereafter locate the subject any number of times. By playing the same tune again, the shaman gains an intuitive notion of where the creature is and what condition it is in. However, whenever the caster plays the melody to get a fix on the spirit, the notes of the tune can be heard as a ghostly echo by the creature.
Devices and spells that prevent magical detection and scrying do not prevent the shaman from locating the creature, due to the nature of the link. The spell does not extend beyond the Prime Material Plane, so creatures that have gone elsewhere cannot be located.
Each shaman can keep track of only one creature at a time with this spell. Recasting haunting notes on another creature severs contact with the previous subject.
The spell requires an instrument upon which the tune is initially played (which is not destroyed by the casting). The other components are the sound made by the instrument and the movements required to play it.
Notes: Restricted to shamans, uncommon.
Sources: Priest's Spell Compendium