Difference between revisions of "Chant (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{| class="wikitable"
+
[[File:Chant (spell).jpg|right|455px|thumb]]
|-
+
'''Chant''' enables the caster to increase the prowess and effectiveness of combatants within the area of effect, while weakening the enemy. [[Attacking in Combat|Attacks]] made by the chanter's allies will be done at +1 [[Roll to Hit|to hit]] and +1 [[Damage (hit points)|damage]]; at the same time, enemies of the chanter will be done at -1 to hit and -1 damage.  For the duration of the spell, the chanter can do '''nothing else''' except chant.
| Range|| self
 
|-
 
| Duration || special
 
|-
 
| Area of Effect|| 60 ft. radius
 
|-
 
| Casting Time|| 1 round
 
|-
 
| Saving Throw|| none
 
|-
 
| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
 
|}
 
  
The cleric casts this spell and begins to chant—and so long as the cleric chants and does nothing else, all attacks, damage and saving throws of those allied with the cleric will be done at +1, while those of the cleric’s enemies are done at –1.
+
{{Spelltable
 +
| name = Chant
 +
| range = self
 +
| duration = special
 +
| area of effect = 60 ft. radius
 +
| casting time = 1 [[Combat Round|round]]
 +
| save = none
 +
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 +
}}
  
The cleric cannot move while chanting, nor lose concentration. However, merely nudging the cleric will not break the spell—the cleric must be hit for damage (the cleric’s dexterity should be disregarded, but [[Armor List|armor]] applied to determine AC).
+
While chanting, the caster cannot change position or take any other action.  The chant spell will last for as long as the caster continues to chant, which requires [[Spellcasting|concentration]]. However, this concentration is strengthened; it cannot be broken by a mere nudge or push; moreover, the chanter cannot be physically [[Grappling (hand-to-hand)|grappled]] or [[Overbearing|overborne]] — the intensity of the chanter seems to forbid these tactics.  To stop the spell, then, the cleric must be attacked with a [[Weapons List|weapon]], either [[Hand-to-Hand Weapons|hand-to-hand]] or [[Missile Weapons|missile]], and a hit must be made, causing damage.
  
A magical silence will break the spell.
+
Therefore, it serves the chanter's allies to provide as much protection as possible, even having the chanter stand behind a wall or other structure, so that the chanter's voice can be heard but the chanter cannot be seen — thus, allowing the spell's effects to continue.  The maximum time period the chanter can continue is five combat rounds per [[Constitution (ability stat)|constitution]] point.
  
See [[Cleric 2nd Level Spells|Cleric 2nd Level (spells)]]
+
If magical [[Silence, 15 ft. radius (spell)|silence]] is cast upon the chanter, this will break the spell.
  
[[Category:Clerical Spells]]
+
== Experience ==
 +
The [[Experience (X.P.)|experience (X.P.)]] from the damage bonus caused when an ally hits accrues wholly to the caster.  '''For example''', Trayvon swings and hits with a short sword, causing 6 damage including Uther the cleric's prayer spell.  When calculating X.P., Trayvon is credited with causing 5 [[Hit Points|pts.]] to the enemy, while Uther's credited with 1.
 +
 
 +
 
 +
See [[Prayer (spell)]]
 +
 
 +
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 01:26, 7 October 2021

Chant (spell).jpg

Chant enables the caster to increase the prowess and effectiveness of combatants within the area of effect, while weakening the enemy. Attacks made by the chanter's allies will be done at +1 to hit and +1 damage; at the same time, enemies of the chanter will be done at -1 to hit and -1 damage. For the duration of the spell, the chanter can do nothing else except chant.

Chant
Range self
Duration special
Area of Effect 60 ft. radius
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

While chanting, the caster cannot change position or take any other action. The chant spell will last for as long as the caster continues to chant, which requires concentration. However, this concentration is strengthened; it cannot be broken by a mere nudge or push; moreover, the chanter cannot be physically grappled or overborne — the intensity of the chanter seems to forbid these tactics. To stop the spell, then, the cleric must be attacked with a weapon, either hand-to-hand or missile, and a hit must be made, causing damage.

Therefore, it serves the chanter's allies to provide as much protection as possible, even having the chanter stand behind a wall or other structure, so that the chanter's voice can be heard but the chanter cannot be seen — thus, allowing the spell's effects to continue. The maximum time period the chanter can continue is five combat rounds per constitution point.

If magical silence is cast upon the chanter, this will break the spell.

Experience

The experience (X.P.) from the damage bonus caused when an ally hits accrues wholly to the caster. For example, Trayvon swings and hits with a short sword, causing 6 damage including Uther the cleric's prayer spell. When calculating X.P., Trayvon is credited with causing 5 pts. to the enemy, while Uther's credited with 1.


See Prayer (spell)