Difference between revisions of "Animal Trance (spell)"

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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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Causes mammals, birds, reptiles and amphibians of 1 to 3 [[Intelligence (ability stat)|intelligence]] to become enthralled and take no action. This requires the character to play music, speak prose or poetry, perform a dance or [[Cooking (sage ability)|cook a savory or better meal]].  If the caster moves while performing these tasks, the creatures will follow along, so long as they do not feel threatened.  It is possible to lead enthralled animals into traps, or into a place where they might be easily attacked, but this must be done carefully.  If the animal senses danger, the spell will be broken.
  
Enthralled animals can be led into traps or exposed to attack, if the bard takes the proper steps.
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As well, the spell is also broken if the enthralling method is disrupted or comes to an end, or if the enthralled creature suffers any [[Damage (hit points)|damage]].
 
 
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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Revision as of 19:41, 13 March 2020

Animal Trance (spell).jpg
Animal Trance
Range 25 ft. +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)

Causes mammals, birds, reptiles and amphibians of 1 to 3 intelligence to become enthralled and take no action. This requires the character to play music, speak prose or poetry, perform a dance or cook a savory or better meal. If the caster moves while performing these tasks, the creatures will follow along, so long as they do not feel threatened. It is possible to lead enthralled animals into traps, or into a place where they might be easily attacked, but this must be done carefully. If the animal senses danger, the spell will be broken.

As well, the spell is also broken if the enthralling method is disrupted or comes to an end, or if the enthralled creature suffers any damage.