Difference between revisions of "Chant (spell)"

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[[File:Chant.jpg|thumb|440px|]]
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[[File:Chant (spell).jpg|right|525px|thumb]]
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'''Chant''' is a spell that bolsters the combat effectiveness of the caster's allies while hindering their foes. All allied [[Attacking in Combat|attacks]] within the area of effect gain a +1 [[Roll to Hit|to hit]] bonus and deal +1 [[Damage (hit points)|damage]]. At the same time, enemies suffer a -1 penalty to hit and -1 to damage. The effect persists as long as the caster continues chanting, but for the duration of the spell, they can perform '''no other actions'''.
  
 
{{Spelltable
 
{{Spelltable
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| duration = special
 
| duration = special
 
| area of effect = 60 ft. radius
 
| area of effect = 60 ft. radius
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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While chanting, the caster must remain stationary and cannot take any other action. The spell persists as long as the caster continues to chant, requiring [[Spellcasting|concentration]]. However, this concentration is unnaturally resilient; a simple shove or distraction will not break it. Furthermore, the chanter cannot be [[Grappling (hand-to-hand)|grappled]] or [[Overbearing|overborne]], as an imposing aura of focus prevents such interference. To end the spell, the caster must be struck with a [[Weapons List|weapon]], whether through [[Hand-to-Hand Weapons|melee]] or [[Missile Weapons|ranged]] attack, and suffer damage.
  
The cleric casts this spell and begins to chant — and so long as the cleric chants and does nothing else, all attacks, [[Damage (hit points)|damage]] and [[Saving Throws|saving throws]] of those allied with the cleric will be done at +1.  Those of the cleric’s enemies are done at –1. The spell will not grant these bonuses to allies who are not part of [[Immersion (sage ability)|the cleric's religion]].
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Therefore, it benefits the chanter's allies to offer as much protection as possible, even positioning the chanter behind a wall or other obstruction. As long as the voice remains audible, the spell's effects continue while keeping the caster shielded from direct attack. The maximum duration the chanter can maintain the spell is five combat rounds per point of [[Constitution (ability stat)|constitution]].
  
The cleric cannot move while chanting, nor lose [[Spellcasting|concentration]].  However, the spell strengthen's the caster's concentration; the cleric must be hit for damage. The cleric’s [[Dexterity (ability stat)|dexterity]] should be disregarded, but [[Armor List|armor]] is yet applied to determine the cleric's [[armor class]].
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If a magical [[Silence, 15 ft. radius (spell)|silence]] effect is placed upon the chanter, the spell is immediately broken.
  
A magical [[Silence, 15 ft. radius (spell)|silence]] will break the spell.
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== Experience ==
<br>
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The [[Experience (X.P.)|experience (X.P.)]] gained from the additional damage caused by an ally under the spell's effects accrues to the caster. '''For example''', if Trayvon strikes an enemy with a short sword and deals 6 damage, including the bonus from Uther's chant spell, experience points are distributed accordingly — Trayvon receives credit for 5 [[Hit Points|points]] of damage, while Uther gains credit for 1.
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See also,<br>
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[[Bless (spell]]<br>
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[[Prayer (spell)]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 17:57, 5 February 2025

Chant (spell).jpg

Chant is a spell that bolsters the combat effectiveness of the caster's allies while hindering their foes. All allied attacks within the area of effect gain a +1 to hit bonus and deal +1 damage. At the same time, enemies suffer a -1 penalty to hit and -1 to damage. The effect persists as long as the caster continues chanting, but for the duration of the spell, they can perform no other actions.

Chant
Range self
Duration special
Area of Effect 60 ft. radius
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

Contents

While chanting, the caster must remain stationary and cannot take any other action. The spell persists as long as the caster continues to chant, requiring concentration. However, this concentration is unnaturally resilient; a simple shove or distraction will not break it. Furthermore, the chanter cannot be grappled or overborne, as an imposing aura of focus prevents such interference. To end the spell, the caster must be struck with a weapon, whether through melee or ranged attack, and suffer damage.

Therefore, it benefits the chanter's allies to offer as much protection as possible, even positioning the chanter behind a wall or other obstruction. As long as the voice remains audible, the spell's effects continue while keeping the caster shielded from direct attack. The maximum duration the chanter can maintain the spell is five combat rounds per point of constitution.

If a magical silence effect is placed upon the chanter, the spell is immediately broken.

Experience

The experience (X.P.) gained from the additional damage caused by an ally under the spell's effects accrues to the caster. For example, if Trayvon strikes an enemy with a short sword and deals 6 damage, including the bonus from Uther's chant spell, experience points are distributed accordingly — Trayvon receives credit for 5 points of damage, while Uther gains credit for 1.


See also,
Bless (spell
Prayer (spell)