Difference between revisions of "Animal Trance (spell)"

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'''Animal trance''' is a spell that entrances [[Mammals (sage study)|mammals]], [[Birds (sage study)|birds]], [[Amphibians & Reptiles (sage study)|amphibians and reptiles]] with [[Intelligence (ability stat)|intelligence]] levels ranging from 1 to 3, compelling them to become mesmerized and cease all actions.  To invoke the spell, the caster engages in a moderate performance, singing or reciting prose or poetry, to create an aural effect.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Animal Trance
 
| name = Animal Trance
| range = 25 ft. +5 ft. per level
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| range = 25 +5 ft. per [[Experience Level|level]]
| duration = 3 rounds per level
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| duration = 3 [[Combat Round|rounds]] per level
| area of effect = 3 hit dice per level
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| area of effect = 3 [[Hit Dice|hit dice]] per level
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = negates
 
| save = negates
 
| level = [[Bard 1st Level Spells|bard (1st)]]
 
| level = [[Bard 1st Level Spells|bard (1st)]]
 
}}
 
}}
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Each [[Animal|animal]] affected receives a saving throw against magic, which if successful discounts the spell.  Those who are entranced can be led along by the caster at a [[Movement (stride)|wary pace]], so they are directed into pens or other entrapments, out of danger or where the caster chooses.
  
Causes mammals, birds, reptiles or amphibians of 1 to 3 [[Intelligence (ability stat)|intelligence]] to become enthralled and take no action. This requires the character to play music, speaking prose or poetry, or [[Cooking (sage ability)|cooking]].  If the bard moves while performing these tasks, those creatures so affected will follow along at the edge of the bard's spell range ~ so long as doing so brings them no harm.
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If any physical harm is intended towards those creatures under the dweomer, however, the spell is automatically broken; the attacker may yet [[Roll to Hit|roll to hit]], but the animal is able to defend itself.
  
Enthralled animals can be led into traps or exposed to attack, if the bard takes the proper steps.
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The spell could be used to encourage other animals not under enchantment to follow those who are, possibly as an assistance to hunting.  Those under the dweomer might also directed to serve as entertainment, as they would pass quietly near guests or even children at no risk of harm, until the duration runs out.  
  
If any damage is caused to an enthralled creature or if the bard's song is disrupted, the spell is broken.
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[[Category: Bardic Spells]][[Category: Reviewed]]
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Latest revision as of 20:23, 19 February 2024

Animal Trance (spell).jpg

Animal trance is a spell that entrances mammals, birds, amphibians and reptiles with intelligence levels ranging from 1 to 3, compelling them to become mesmerized and cease all actions. To invoke the spell, the caster engages in a moderate performance, singing or reciting prose or poetry, to create an aural effect.

Animal Trance
Range 25 +5 ft. per level
Duration 3 rounds per level
Area of Effect 3 hit dice per level
Casting Time 1 round
Saving Throw negates
Level bard (1st)

Each animal affected receives a saving throw against magic, which if successful discounts the spell. Those who are entranced can be led along by the caster at a wary pace, so they are directed into pens or other entrapments, out of danger or where the caster chooses.

If any physical harm is intended towards those creatures under the dweomer, however, the spell is automatically broken; the attacker may yet roll to hit, but the animal is able to defend itself.

The spell could be used to encourage other animals not under enchantment to follow those who are, possibly as an assistance to hunting. Those under the dweomer might also directed to serve as entertainment, as they would pass quietly near guests or even children at no risk of harm, until the duration runs out.