Difference between revisions of "Nod (cantrip)"
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+ | [[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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{{Spelltable | {{Spelltable | ||
| name = Nod | | name = Nod | ||
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| level = [[Cantrip|cantrip]] | | level = [[Cantrip|cantrip]] | ||
}} | }} | ||
− | + | __TOC__ | |
− | + | 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. | |
− | The cantrip | + | The cantrip is only effective against creatures with an [[Intelligence (ability stat)|intelligence]] of 5 or more. |
See [[Person-affecting Cantrips]] | See [[Person-affecting Cantrips]] | ||
− | [[Category: | + | [[Category: Cantrips]][[Category: Reviewed]] |
Latest revision as of 20:44, 19 February 2024
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.
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.