Difference between revisions of "Fascinate (spell)"
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| 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)]] | ||
Latest revision as of 20:29, 13 April 2026
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.
| Range | 30 ft. |
| Duration | 10 rounds +2 per level |
| Area of Effect | 1 creature |
| Casting Time | 1 round |
| Saving Throw | negates |
| Level | illusionist (2nd) |
Contents
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.
