Difference between revisions of "Enthrall (spell)"

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'''Enthrall''' is a spell that places creatures under a bewitchment, causing them to cease what they're doing and — once the caster begins to speak — to listen, enraptured.  Those affected by the spell can comprehend what's said.  Following the spell's duration, what's said will also be remembered.  The listeners can act on this information according to their own volition, protecting themselves or taking advantage of an obvious opportunity.
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{{Spelltable
 
{{Spelltable
 
| name = Enthrall
 
| name = Enthrall
 
| range = self
 
| range = self
| duration = special
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| duration = 5 minutes x1d4/[[Experience Level|level]]
 
| area of effect = 30 ft. radius sphere
 
| area of effect = 30 ft. radius sphere
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = negates
 
| save = negates
 
| level = [[Bard 2nd Level Spells|bard (2nd)]]; [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Bard 2nd Level Spells|bard (2nd)]]; [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
  
'''Enthrall''' places creatures under a bewitchment that causes them to cease what they are doing and — once the caster begins to speak —they will listen, enraptured.  Those affected by the spell will be able to understand, and following the spell's duration, they will remember what they were told.  Depending on what was said, they may act on this information of their own volition, to protect themselves or take advantage of an obvious opportunity.  If the caster wishes to press an audience into a specific non-threatening service, such as helping a search or committing themselves to labour, then each enthralled character should make a [[Morale|morale]] check using [[Standard Morale|standard morale]]; those that succeed will agree to act as wished.
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If the caster wishes to press the audience to perform a worthy labour, or take up arms against a legitimate threat, then each listener should make a [[Morale|morale]] check, assuming [[Standard Morale|standard morale]].  Those that succeed this check will participate as asked.
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== Saving Throws ==
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When the spell [[Spellcasting|is discharged]], creatures within the area of effect are permitted a [[Saving Throws|saving throw vs. magic]].  Those with '''less than four [[Hit Dice|hit dice]] suffer a -4 penalty''' to this roll.  Creatures that aren't humanoids receive a +4 modifier.  Creatures with an [[Intelligence (ability stat)|intelligence]] of 4 or less aren't affected by the spell.
  
When the spell [[Spellcasting|is cast]], creatures within the area of effect are permitted a [[Saving Throws|saving throw vs. magic]]Those with '''less than four [[Hit Dice|hit dice]] suffer a -4 penalty''' to this roll.  Creatures that are not humanoids receive a +4 modifier.  Creatures with an [[Intelligence (ability stat)|intelligence]] of 4 or less are not affected by the spell.
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Listeners who fail their save will, in any event, continue to listen so long as the caster keeps speakingThe maximum time for speaking 5 minutes, multiplied by 1d4 per level.
  
Listeners who fail their save will, in any event, continue to listen so long as the caster continues speaking.  The maximum time will be 1d4 per level, multiplied by 5 minutes.  For example, a 5th level caster would be able to continue speaking for 40 to 200 minutes.  The caster can pause comfortably, but can take no other action during this time without breaking the spell.  The caster need not say more than four words, if that is all that is necessary; the after-effect of the spell would be unchanged.
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: For example, Grant is a 5th level cleric; he rolls 5d4 and receives a total of 13; this lets Grant speak for 65 minutes.  During this time he can pause for effect, but he can't take another action without breaking the spell.  The caster chooses what to speak about.
  
Those who succeed in making a save will not be able to accost or affect other listeners; they will be able to fight with non-listeners, but so long as they remain in the spell's area of effect, they will not be able to attack the clericUnrealizing, if they wish to attack the caster, they will automatically move out of the area of effect first.
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Those making their save may ignore the speaker.  However, they'll be unaware that a spell was cast, and so will have no reason to dissuade other listeners; instead, they'll assume that others want to listen of their own free will.  This means that even if persons make their save, they may still listen of their own accord, if they have no business to pursue.
  
 
== Bringing the Spell into Play ==
 
== Bringing the Spell into Play ==
It is not unusual for a cleric to employ the spell while presenting [[Preaching (sage ability)|preaching]] a sermon, to enhance the effect of moral sensibilities throughout the local populace.  Doing this regularly encourages the congregation to act in keeping with the cleric's vision for the community, ensuring the cleric's status and effect, even when not using the spell.
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It's not unusual for a cleric to employ the spell while [[Preaching (sage ability)|preaching]] a sermon, to enhance the effect of [[Congregation (religious)|congregation's]] attention.  Doing this more than twice a month encourages the listeners to remain loyal to the caster, increasing their morale by +2.
  
If wanting to urge a crowd to save themselves in an emergency, a player might cast the spell and shout, "Run for your lives!"  If there was an evident threat, everyone in the area of effect would automatically pay attention, see the danger and run.  And if no evident threat existed, at least those who made their morale checks would act nonetheless.
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Wishing to urge a crowd to save themselves in an emergency, a player might cast the spell and shout, "Run for your lives!"  If there was an evident threat, everyone in the area of effect would automatically pay attention, see the danger and run.  And if no evident threat existed, at least those who made their morale checks would act as the speaker says.
  
If the goal was to distract one or more subjects, a caster could cast the spell from a safe distance, move up slowly while concentrating and then begin speaking, discharging the spell, once the subjects were in the spell range.  If they failed their saves, the caster could keep talking for as long as it was needed to distract them.
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If the goal is to distract one or more subjects, a caster might cast the spell from a safe distance, move up slowly while concentrating and then begin speaking, discharging the spell, once the subjects were in the spell range.  If they failed their saves, the caster could continue speaking, acting as the desired distraction.
  
The spell would be excellent for inducing students to listen to lectures.
 
  
[[Category: Can't Locate Art]]
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[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Don't Review until 2024]]

Latest revision as of 01:54, 14 August 2023

Enthrall (spell).jpg

Enthrall is a spell that places creatures under a bewitchment, causing them to cease what they're doing and — once the caster begins to speak — to listen, enraptured. Those affected by the spell can comprehend what's said. Following the spell's duration, what's said will also be remembered. The listeners can act on this information according to their own volition, protecting themselves or taking advantage of an obvious opportunity.

Enthrall
Range self
Duration 5 minutes x1d4/level
Area of Effect 30 ft. radius sphere
Casting Time 1 round
Saving Throw negates
Level bard (2nd); cleric (2nd)

If the caster wishes to press the audience to perform a worthy labour, or take up arms against a legitimate threat, then each listener should make a morale check, assuming standard morale. Those that succeed this check will participate as asked.

Saving Throws

When the spell is discharged, creatures within the area of effect are permitted a saving throw vs. magic. Those with less than four hit dice suffer a -4 penalty to this roll. Creatures that aren't humanoids receive a +4 modifier. Creatures with an intelligence of 4 or less aren't affected by the spell.

Listeners who fail their save will, in any event, continue to listen so long as the caster keeps speaking. The maximum time for speaking 5 minutes, multiplied by 1d4 per level.

For example, Grant is a 5th level cleric; he rolls 5d4 and receives a total of 13; this lets Grant speak for 65 minutes. During this time he can pause for effect, but he can't take another action without breaking the spell. The caster chooses what to speak about.

Those making their save may ignore the speaker. However, they'll be unaware that a spell was cast, and so will have no reason to dissuade other listeners; instead, they'll assume that others want to listen of their own free will. This means that even if persons make their save, they may still listen of their own accord, if they have no business to pursue.

Bringing the Spell into Play

It's not unusual for a cleric to employ the spell while preaching a sermon, to enhance the effect of congregation's attention. Doing this more than twice a month encourages the listeners to remain loyal to the caster, increasing their morale by +2.

Wishing to urge a crowd to save themselves in an emergency, a player might cast the spell and shout, "Run for your lives!" If there was an evident threat, everyone in the area of effect would automatically pay attention, see the danger and run. And if no evident threat existed, at least those who made their morale checks would act as the speaker says.

If the goal is to distract one or more subjects, a caster might cast the spell from a safe distance, move up slowly while concentrating and then begin speaking, discharging the spell, once the subjects were in the spell range. If they failed their saves, the caster could continue speaking, acting as the desired distraction.