Difference between revisions of "Hypnotism (spell)"

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[[File:Hypnotism (spell).jpg|right|525px|thumb]]
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'''Hypnotism''' is a spell that compels creatures who fail [[Saving Throws|save vs. magic]] to perform one action, and one action only. That action cannot result in harm to affected creatures or cause them to harm their friends or allies. Only creatures with an [[Intelligence (ability stat)|intelligence]] of 5 or greater can be affected.
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{{Spelltable
 
{{Spelltable
 
| name = Hypnotism
 
| name = Hypnotism
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 1 +1 round per level
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| duration = 1 +1 [[Combat Round|round]] per [[Experience Level|level]]
 
| area of effect = up to 6 creatures
 
| area of effect = up to 6 creatures
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Illusionist 1st Level Spells|illusionist 1st]]
 
| level = [[Illusionist 1st Level Spells|illusionist 1st]]
 
}}
 
}}
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Those who fail their saving throw can be ordered to take a single action — cluck like a chicken, flee, ferry these things across the room, hold a sword, stand still, bind the caster's wounds, give over their weapons, throw their weapons into yon chasm, etcetera.  This request does not need to be made immediately, or indeed at all.  However, if hypnotised recipients are asked to do something aggressive towards themselves or a friend, the spell is immediately broken.
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Before or after the action is taken, the affected creatures will stand around without purpose until the duration of the spell runs out.  If recipients hear their names called out '''after''' performing a requested action, then again the spell is broken.  As well, a hit that causes damage, such as by [[Pummelling|pummelling]], also frees the hypnotised recipient.
  
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 (ability stat)|intelligence]] of 5 or greater can be affected.
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Used in a chaotic setting where individuals may not immediately realise what has happened, the spell's effects may last for its full duration, allowing the caster and their companions to press an advantage. The inability to use hypnotism for overtly destructive purposes, however, means that it must be applied with subtlety, serving as a tool of control rather than a direct means of eliminating foes.
  
Upon being chosen by the caster, each creature is entitled to a [[Saving Throws|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.
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== Disorientation ==
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Following the breaking of the spell, or after the duration has run out, those affected must spend a full combat round gathering their thoughts and coming to terms with their situation, before they can act normallyThis lingering daze can provide further opportunities. A hypnotised sentry may forget to raise an alarm, or an opponent who has just tossed away a weapon may then have to take another round to rearm themselves.
  
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, [[Pummelling|like a fist]], will also break the spell.
 
  
See [[Helpless Defenders]]
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See also,<br>
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[[Charm]]<br>
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[[Helpless Defenders]]
  
[[Category: Illusionary Spells]][[Category: Magical Spells]]
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 19:44, 9 February 2025

Hypnotism (spell).jpg

Hypnotism is a spell that compels creatures who fail save vs. magic to perform one action, and one action only. That action cannot result in harm to affected creatures or cause them to harm their friends or allies. Only creatures with an intelligence of 5 or greater can be affected.

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

Those who fail their saving throw can be ordered to take a single action — cluck like a chicken, flee, ferry these things across the room, hold a sword, stand still, bind the caster's wounds, give over their weapons, throw their weapons into yon chasm, etcetera. This request does not need to be made immediately, or indeed at all. However, if hypnotised recipients are asked to do something aggressive towards themselves or a friend, the spell is immediately broken.

Before or after the action is taken, the affected creatures will stand around without purpose until the duration of the spell runs out. If recipients hear their names called out after performing a requested action, then again the spell is broken. As well, a hit that causes damage, such as by pummelling, also frees the hypnotised recipient.

Used in a chaotic setting where individuals may not immediately realise what has happened, the spell's effects may last for its full duration, allowing the caster and their companions to press an advantage. The inability to use hypnotism for overtly destructive purposes, however, means that it must be applied with subtlety, serving as a tool of control rather than a direct means of eliminating foes.

Disorientation

Following the breaking of the spell, or after the duration has run out, those affected must spend a full combat round gathering their thoughts and coming to terms with their situation, before they can act normally. This lingering daze can provide further opportunities. A hypnotised sentry may forget to raise an alarm, or an opponent who has just tossed away a weapon may then have to take another round to rearm themselves.


See also,
Charm
Helpless Defenders