Difference between revisions of "Hypnotism (spell)"

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creature hears its name called, after performing the action requested, then the spell will be broken.  A casual physical contact won't be enough to do the same, but a hit that could potentially cause damage, [[Pummelling|like a fist]], will also break the spell.
 
creature hears its name called, after performing the action requested, then the spell will be broken.  A casual physical contact won't be enough to do the same, but a hit that could potentially cause damage, [[Pummelling|like a fist]], will also break the spell.
  
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See [[Helpless Defenders]]
  
See [[Helpless Defenders]]
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[[Category: Illusionary Spells]]

Latest revision as of 22:43, 15 April 2022

Hypnotism
Range 30 ft.
Duration 1 +1 round per level
Area of Effect up to 6 creatures
Casting Time 1 round
Saving Throw negates
Level illusionist 1st

The hypnotism spell enables the caster to compel creatures who fail save vs. magic to perform one action, and one action only. That action cannot result in harm affected creatures, or cause them to harm their friends or allies. Only creatures with an intelligence of 5 or greater can be affected.

Upon being chosen by the caster, each creature is entitled to a saving throw. Those who fail can be ordered to take a single action — cluck like a chicken, flee, ferry these things across the room, hold my sword, stand still, bind my friend's wound, give me your weapons, throw your weapons into yon chasm, etcetera. If the hypnotised character is asked to do something aggressive towards themselves or a friend, the spell will be immediately broken.

Once the action is taken, the affected creatures will stand around without purpose until the duration of the spell runs out. If the creature hears its name called, after performing the action requested, then the spell will be broken. A casual physical contact won't be enough to do the same, but a hit that could potentially cause damage, like a fist, will also break the spell.

See Helpless Defenders