Difference between revisions of "Rattle (cantrip)"

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[[File:Rattle (cantrip) b.jpg|right|560px|thumb]]
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'''Rattle''' is a cantrip that conjures a sequence of sharp knocking sounds, mirroring the irregular strikes and shakes of items, reminiscent of a chain unwinding or dice rattling in a cup.  Frequently associated with the description of animated [[Skeleton|skeletons]]' bones as "rattling," this distinct sound often comes to mind when experiencing the dweomer's effects.
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{{Spelltable
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| name = Rattle
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| range = 30 ft.
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| duration = 1 [[Combat Round|round]]; see text
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| area of effect = 10 ft. circle, or up to 1 object
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| casting time = 2 [[Action Points|action points]]
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| save = negates
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| level = [[Cantrip|cantrip]]
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}}
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__TOC__
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For the one creature designated by the caster, whose [[Intelligence (ability stat)|intelligence]] must be 5 or greater, the cantrip induces a chilling fear.  If a [[Saving Throws|saving throw vs. magic]] fails, the afflicted recipient begins to shake in terror, so that for one complete round, the creature is transformed into a [[Helpless Defenders|helpless defender]] by the dweomer.  Attacks made that round need not [[Roll to Hit|roll to hit]], as [[Damage (hit points)|damage]] is automatic.
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Once the duration is over, the creature must spend one round recuperating and doing no more than defending itself; thereafter, it can enter combat only after a successful [[Morale|morale]] check is achieved.
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See also,<br>
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[[Fear (spell)]]<br>
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[[Haunting Sound Cantrips]]<br>
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[[Scare (spell)]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 04:36, 27 November 2023

Rattle (cantrip) b.jpg

Rattle is a cantrip that conjures a sequence of sharp knocking sounds, mirroring the irregular strikes and shakes of items, reminiscent of a chain unwinding or dice rattling in a cup. Frequently associated with the description of animated skeletons' bones as "rattling," this distinct sound often comes to mind when experiencing the dweomer's effects.

Rattle
Range 30 ft.
Duration 1 round; see text
Area of Effect 10 ft. circle, or up to 1 object
Casting Time 2 action points
Saving Throw negates
Level cantrip

For the one creature designated by the caster, whose intelligence must be 5 or greater, the cantrip induces a chilling fear. If a saving throw vs. magic fails, the afflicted recipient begins to shake in terror, so that for one complete round, the creature is transformed into a helpless defender by the dweomer. Attacks made that round need not roll to hit, as damage is automatic.

Once the duration is over, the creature must spend one round recuperating and doing no more than defending itself; thereafter, it can enter combat only after a successful morale check is achieved.


See also,
Fear (spell)
Haunting Sound Cantrips
Scare (spell)