Difference between revisions of "Snake Charm (spell)"
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− | '''Snake charm''' allows the caster, | + | '''Snake charm''' is a spell that allows the caster, using gestures, musical instruments, or song, to calm the movements of [[Snake|snakes]] and other [[Reptiles|reptiles]], mesmerizing them. The magic affects only natural [[Animal|animals]]. One or more of these creatures may be enchanted, as the caster makes each affected creature behave as desired. Once taken over, the snake or reptile must remain in the established area of effect. |
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− | + | No concentration is necessary to maintain this control. The caster may therefore enter into [[Combat|combat]], cast other spells and so on, during which time the affected creatures will lift themselves from the ground and gently sway in place. When released from the charm, the creature automatically loses its first attack while recovering. | |
− | There | + | There's no saving throw. If a creature is [[Attacking in Combat|attacked]] and hit for [[Damage (hit points)|damage]], however, the charm is broken for that specific animal. |
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]] | [[Category: Clerical Spells]][[Category: Don't Review until 2022]] |
Revision as of 20:14, 16 October 2023
Snake charm is a spell that allows the caster, using gestures, musical instruments, or song, to calm the movements of snakes and other reptiles, mesmerizing them. The magic affects only natural animals. One or more of these creatures may be enchanted, as the caster makes each affected creature behave as desired. Once taken over, the snake or reptile must remain in the established area of effect.
Range | 30 ft. |
Duration | 4-14 rounds |
Area of Effect | 2 hit dice per level |
Casting Time | 1 round |
Saving Throw | none |
Level | cleric (2nd) |
No concentration is necessary to maintain this control. The caster may therefore enter into combat, cast other spells and so on, during which time the affected creatures will lift themselves from the ground and gently sway in place. When released from the charm, the creature automatically loses its first attack while recovering.
There's no saving throw. If a creature is attacked and hit for damage, however, the charm is broken for that specific animal.