Difference between revisions of "Hypnotic Pattern (spell)"

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[[File:Hypnotic Pattern (spell).jpg|right|490px|thumb|]]
 
[[File:Hypnotic Pattern (spell).jpg|right|490px|thumb|]]
'''Hypnotic Pattern''' creates a panoply of weaving, turning patterns in the air, located within the spell's range. These patterns are so compelling that creatures designated by the caster must make a [[Saving Throws|saving throw]], or else stand gazing, hypnotised, by the effect. During this time, they will take no action for as long as the caster maintains [[Spellcasting|concentration]].
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'''Hypnotic Pattern''' is a spell that creates a panoply of weaving, turning patterns in the air within the spell's range. Creatures designated by the caster who look upon these patterns must make a [[Saving Throws|saving throw]] or else stand fixed in place, gazing hypnotised by the effect. While so affected, they are unable to take action of any kind for as long as the caster maintains [[Spellcasting|concentration]] or until the spell is otherwise broken.
  
 
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Affected creatures that are lying or sitting will stand when affected by the spell. Creatures that are bleeding from wounds, or acting in some manner, will cease what they're doing and stand, watching the patterns passively as the spell continues. Emotionally, the patterns are soothing; those affected will allow themselves to be nursed or fed, or otherwise given aid.
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Affected creatures that are lying or sitting will rise to their feet when affected by the spell. Creatures that are [[Wound|bleeding from wounds]], or engaged in any action at the time, will cease what they are doing and stand watching the patterns passively as the spell continues. Emotionally, the patterns are soothing; those affected will permit themselves to be [[Healing|healed]], fed or otherwise given aid, offering no resistance so long as the enchantment remains in force.
  
If attacked with [[Melee|hand-to-hand]] weapons, however, the spell is immediately '''broken for all those affected''', and they will be able to defend themselves following the resolution of [[Surprise (combat)|surprise]] and [[Initiative|initiative]].  Attacks made with [[Missile Weapons|missile]] can be made without warning, so that initiative isn't rolled, but following the attack attempt the targeted creature's dweomer is again broken, restoring the self-will of all affected creatures.
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If attacked with [[Melee|hand-to-hand]] weapons, however, the spell is immediately '''broken for all those affected''', and they are then able to defend themselves, following the resolution of [[Surprise (combat)|surprise]] and [[Initiative|initiative]].  
  
[[Category: Bardic Spells]][[Category: Illusionary Spells]]
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Attacks made with [[Missile Weapons|missile]] weapons may be delivered without warning, so that initiative is not rolled; however, once such an attack is attempted, the dweomer affecting the targeted creature is broken, and with it the spell's hold over all other affected creatures, restoring their self-will. Attempts to bind an affected creature's body, or stealing from them, is consider an attack, as it defiles their person.
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== Bringing the Spell into Play ==
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The dweomer's strongest use is to stop a group at the exact moment when they are about to matter: before a charge, while closing a corridor, while rushing a doorway, while pouring through a breach, while forming around a caster or commander, while trying to cross open ground. Used there, it creates a pocket of suspended bodies who are not dead, not routed and not fighting — just absent from the immediate equation.
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A good caster uses it to split an enemy body into two problems: those presently able to act and those who are not. If half a formation is left standing and gazing while the other half is engaged or out of position, the enemy loses coherence. Officers cannot signal properly, mutual support breaks down and momentum disappears. That is where the spell finds good use.
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[[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 19:41, 9 April 2026

Hypnotic Pattern (spell).jpg

Hypnotic Pattern is a spell that creates a panoply of weaving, turning patterns in the air within the spell's range. Creatures designated by the caster who look upon these patterns must make a saving throw or else stand fixed in place, gazing hypnotised by the effect. While so affected, they are unable to take action of any kind for as long as the caster maintains concentration or until the spell is otherwise broken.

Hypnotic Pattern
Range 20 ft.
Duration special
Area of Effect 40 ft. diameter circle; up
to 3 HD per level
Casting Time 1 round
Saving Throw negates
Level bard (3rd); illusionist (2nd)

Affected creatures that are lying or sitting will rise to their feet when affected by the spell. Creatures that are bleeding from wounds, or engaged in any action at the time, will cease what they are doing and stand watching the patterns passively as the spell continues. Emotionally, the patterns are soothing; those affected will permit themselves to be healed, fed or otherwise given aid, offering no resistance so long as the enchantment remains in force.

If attacked with hand-to-hand weapons, however, the spell is immediately broken for all those affected, and they are then able to defend themselves, following the resolution of surprise and initiative.

Attacks made with missile weapons may be delivered without warning, so that initiative is not rolled; however, once such an attack is attempted, the dweomer affecting the targeted creature is broken, and with it the spell's hold over all other affected creatures, restoring their self-will. Attempts to bind an affected creature's body, or stealing from them, is consider an attack, as it defiles their person.

Bringing the Spell into Play

The dweomer's strongest use is to stop a group at the exact moment when they are about to matter: before a charge, while closing a corridor, while rushing a doorway, while pouring through a breach, while forming around a caster or commander, while trying to cross open ground. Used there, it creates a pocket of suspended bodies who are not dead, not routed and not fighting — just absent from the immediate equation.

A good caster uses it to split an enemy body into two problems: those presently able to act and those who are not. If half a formation is left standing and gazing while the other half is engaged or out of position, the enemy loses coherence. Officers cannot signal properly, mutual support breaks down and momentum disappears. That is where the spell finds good use.