Difference between revisions of "Fascinate (spell)"

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[[File:Fascinate (spell).jpg|right|490px|thumb|]]
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'''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.
  
 
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| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
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Possible benign actions are too numerous to list; examples include performing labour, dancing, breaking into song, fleeing, finding a given object, loading a [[Crossbow|crossbow]], bouncing in place, [[Binding Wounds (sage ability)|binding a friend's wound]], giving over [[Weapons List|weapons]], throwing weapons into yon chasm, etcetera.
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Affected creatures cannot, however, be made to speak specific words, or even directed to voice an opinion — therefore, telling a creature to "convince your friends not to fight" is not possible by the spell.  Nor can creatures be ordered to take an aggressive action, nor be directed to actively obstruct persons.
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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.
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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.
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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.
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== Breaking the Spell ==
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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.
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[[Category: Illusionary Spells]]

Revision as of 17:28, 15 April 2022

Fascinate (spell).jpg

Fascinate enables the caster to transform one creature into a virtual puppet, unless a 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
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, breaking into song, fleeing, finding a given object, loading a crossbow, bouncing in place, binding a friend's wound, giving over weapons, throwing weapons into yon chasm, etcetera.

Affected creatures cannot, however, be made to speak specific words, or even directed to voice an opinion — therefore, telling a creature to "convince your friends not to fight" is not 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 indicated at a time. The affected creature will perform these actions for five continuous rounds ... whereupon the caster must expend 2 action points in directing the creature to "keep going" or change what tasks they're performing.

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. The caster may start them going again at any time, until the spell's duration expires.

The creature must have at least 1 intelligence to be affected by the spell; creatures cannot be made to perform tasks beyond their intelligence.

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 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.