Difference between revisions of "Fascinate (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Fascinate (spell).jpg|right|490px|thumb|]]
+
[[File:Fascinate (spell).jpg|right|560px|thumb|]]
'''Fascinate''' enables the caster to transform one creature into a virtual puppet, unless a [[Saving Throws|save vs. magic]] is successful. Once the spell takes effect, the caster may command the subject to perform any benign action for the duration of the spell, though the caster must make an effort every five rounds to maintain his or her control.  
+
'''Fascinate''' is a spell that enables the caster to transform one creature into a virtual puppet, unless a [[Saving Throws|save vs. magic]] is successful. Once the spell takes effect, the subject's will is subdued beneath the caster's direction, allowing the caster to command the creature to perform any benign action for the duration of the spell. These commands must remain within the bounds of what the subject would not instinctively resist as harmful, though they may still compel behaviour that is unusual, inconvenient or contrary to the creature's interests.
  
 
{{Spelltable
 
{{Spelltable
Line 7: Line 7:
 
| duration = 10 [[Combat Round|rounds]] +2 per [[Experience Level|level]]
 
| duration = 10 [[Combat Round|rounds]] +2 per [[Experience Level|level]]
 
| area of effect = 1 creature
 
| area of effect = 1 creature
| casting time = 1 round
+
| casting time = 1 [[Combat Round|round]]
 
| save = negates
 
| save = negates
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
 +
__TOC__
 +
Possible benign actions are too numerous to list; examples include performing labour, dancing, fleeing, searching for a given object, loading a [[Crossbow (weapon)|crossbow]], bouncing in place, [[Binding Wounds (sage ability)|binding a friend's wound]], surrendering [[Weapons List|weapons]], casting weapons into a nearby chasm, sitting still, waving the arms, emitting a roar, and similar acts that can be carried out without the subject perceiving immediate harm. The caster '''must renew the effort of control every five rounds''' in order to maintain the effect; without this continued focus, the subject's autonomy returns at once.
  
Possible benign actions are too numerous to list; examples include performing labour, dancing, fleeing, finding a given object, loading a [[Crossbow (weapon)|crossbow]], bouncing in place, [[Binding Wounds (sage ability)|binding a friend's wound]], giving over [[Weapons List|weapons]], throwing weapons into yon chasm, sit still, wave his or her arms, emit a roar, etcetera.
+
== Limitations ==
 +
Affected creatures cannot be made to produce intelligible speech, nor can they be directed to express an opinion. A command such as "convince your friends not to fight" is therefore beyond the spell's scope. Likewise, the creature cannot be ordered to take aggressive action, nor to deliberately obstruct or hinder others.
  
Affected creatures cannot, however, be made to produce intelligible speech, or even directed to voice an opinion — therefore, telling a creature to "convince your friends not to fight" isn't possible by the spell.  Nor can creatures be ordered to take an aggressive action, nor be directed to actively obstruct persons.
+
Only one action may be imposed at a time. The affected creature will carry out that action continuously for five rounds, after which the caster must expend 2 [[Action Points|action points]] either to continue the same task or to assign a new one.
  
Only one action may be indicated at a time.  The affected creature will perform these actions for five continuous rounds ... whereupon the caster must expend 2 [[Action Points|action points]] in directing the creature to "keep going" or change what tasks they're performing.
+
If the caster does not renew the command, or if the five rounds lapse without direction, the creature will remain idle, standing without purpose in its current [[Combat Hex|combat hex]]. The caster may resume control at any point thereafter, provided the spell's duration has not expired.
  
If the caster fails to assign an action, or if the 5 rounds run out, the affected creature will stand about, doing nothing at all and remaining in the same [[Combat Hex|combat hex]]. The caster may start them going again at any time, until the spell's duration expires.
+
The creature must possess at least 1 [[Intelligence (ability stat)|intelligence]] to be affected. It cannot be made to perform tasks that exceed its capacity to understand or execute.
  
The creature must have at least 1 [[Intelligence (ability stat)|intelligence]] to be affected by the spell; creatures cannot be made to perform tasks beyond their intelligence.
+
== Breaking the Spell ==
 +
Fascinated creatures cannot be roused from the spell by shaking or other physical prompting, nor will they respond to the speech of any person except the caster. The effect is sufficiently strong that others may attempt to assassinate or kill the creature without breaking the spell. In such cases, the subject is treated as a [[Helpless Defenders|helpless defender]]. However, if the intended victim survives such an attack, the spell is immediately broken. It is unlikely the creature would endure long thereafter, even with consciousness restored.
  
== Breaking the Spell ==
 
Fascinated creatures cannot be shaken into consciousness, nor will they respond to the speech of any person except the caster.  As the spell is very strong, others may attempt assassinate or to kill the creature without the action breaking the spell.  In such cases, the affected creature should be treated as a [[Helpless Defenders|helpless defender]].  However, should the intended victim survive the assassination, then the spell would be broken — though it's unlikely the creature would survive for long, even though it regained it's consciousness.
 
  
[[Category: Illusionary Spells]]
+
[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 20:29, 13 April 2026

Fascinate (spell).jpg

Fascinate is a spell that enables the caster to transform one creature into a virtual puppet, unless a save vs. magic is successful. Once the spell takes effect, the subject's will is subdued beneath the caster's direction, allowing the caster to command the creature to perform any benign action for the duration of the spell. These commands must remain within the bounds of what the subject would not instinctively resist as harmful, though they may still compel behaviour that is unusual, inconvenient or contrary to the creature's interests.

Fascinate
Range 30 ft.
Duration 10 rounds +2 per level
Area of Effect 1 creature
Casting Time 1 round
Saving Throw negates
Level illusionist (2nd)

Possible benign actions are too numerous to list; examples include performing labour, dancing, fleeing, searching for a given object, loading a crossbow, bouncing in place, binding a friend's wound, surrendering weapons, casting weapons into a nearby chasm, sitting still, waving the arms, emitting a roar, and similar acts that can be carried out without the subject perceiving immediate harm. The caster must renew the effort of control every five rounds in order to maintain the effect; without this continued focus, the subject's autonomy returns at once.

Limitations

Affected creatures cannot be made to produce intelligible speech, nor can they be directed to express an opinion. A command such as "convince your friends not to fight" is therefore beyond the spell's scope. Likewise, the creature cannot be ordered to take aggressive action, nor to deliberately obstruct or hinder others.

Only one action may be imposed at a time. The affected creature will carry out that action continuously for five rounds, after which the caster must expend 2 action points either to continue the same task or to assign a new one.

If the caster does not renew the command, or if the five rounds lapse without direction, the creature will remain idle, standing without purpose in its current combat hex. The caster may resume control at any point thereafter, provided the spell's duration has not expired.

The creature must possess at least 1 intelligence to be affected. It cannot be made to perform tasks that exceed its capacity to understand or execute.

Breaking the Spell

Fascinated creatures cannot be roused from the spell by shaking or other physical prompting, nor will they respond to the speech of any person except the caster. The effect is sufficiently strong that others may attempt to assassinate or kill the creature without breaking the spell. In such cases, the subject is treated as a helpless defender. However, if the intended victim survives such an attack, the spell is immediately broken. It is unlikely the creature would endure long thereafter, even with consciousness restored.