Difference between revisions of "Nod (cantrip)"

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[[File:Nod (cantrip).jpg|right|490px|thumb]]
 
[[File:Nod (cantrip).jpg|right|490px|thumb]]
Nod is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 12 to 15 seconds.  The effect allows a [[Saving Throws|saving throw against magic]], which if successful enables the recipient to ignore the urge; otherwise, he or she can be induced to willfully accept a trade or condition very briefly.
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'''Nod''' is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 12 to 15 seconds.  The effect allows a [[Saving Throws|saving throw against magic]], which if successful enables the recipient to ignore the urge; otherwise, he or she can be induced to willfully accept a trade or condition very briefly.
  
 
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Once the dweomer subsides, the recipient becomes fully aware of the ruse and is liable to be angry — especially in the case of shopkeepers who don't like to be cheated in this manner.  As the cantrip is fairly common in the game world, spellcasters who are caught at performing the incantation should know that the accusing [[Court of Law|claimant]] is likely to recieve credit for the caster's action.
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Once the dweomer subsides, the recipient becomes fully aware of the ruse and is liable to be angry — especially in the case of shopkeepers who don't like to be cheated in this manner.  As the cantrip is fairly common in the game world, spellcasters who are caught at performing the incantation should know that the accusing [[Court of Law|claimant]] is likely to receive credit for the caster's action.
  
 
Nonetheless, it's possible to persuade an individual to willingly hand over the reins of a horse, or a few coins spontaneously, or let the character pass through a gate or any similar action — which, once accomplished, the caster would do well to make themselves scarce as soon as possible before consequences arrive.
 
Nonetheless, it's possible to persuade an individual to willingly hand over the reins of a horse, or a few coins spontaneously, or let the character pass through a gate or any similar action — which, once accomplished, the caster would do well to make themselves scarce as soon as possible before consequences arrive.

Latest revision as of 20:44, 19 February 2024

Nod (cantrip).jpg

Nod is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 12 to 15 seconds. The effect allows a saving throw against magic, which if successful enables the recipient to ignore the urge; otherwise, he or she can be induced to willfully accept a trade or condition very briefly.

Nod
Range 30 ft.
Duration 1 round
Area of Effect 1 creature
Casting Time 2 action points
Saving Throw negates
Level cantrip

Once the dweomer subsides, the recipient becomes fully aware of the ruse and is liable to be angry — especially in the case of shopkeepers who don't like to be cheated in this manner. As the cantrip is fairly common in the game world, spellcasters who are caught at performing the incantation should know that the accusing claimant is likely to receive credit for the caster's action.

Nonetheless, it's possible to persuade an individual to willingly hand over the reins of a horse, or a few coins spontaneously, or let the character pass through a gate or any similar action — which, once accomplished, the caster would do well to make themselves scarce as soon as possible before consequences arrive.

The cantrip is only effective against creatures with an intelligence of 5 or more.


See Person-affecting Cantrips