Difference between revisions of "Enthrall (spell)"

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Enchants creatures who fail to make save vs. magic. Creatures less than 4 [[Hit Dice|hit dice]] suffer a –4 penalty to their saving throws. Creatures that are neither human nor demi-human enjoy a +4 modifier to their saving throw.
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'''Enthrall''' places creatures under a bewitchment that causes them to cease what they are doing and — once the caster begins to speak —they will listen, enraptured. Those affected by the spell will be able to understand, and following the spell's duration, they will remember what they were told. Depending on what was said, they may act on this information of their own volition, to protect themselves or take advantage of an obvious opportunity.  If the caster wishes to press an audience into a specific non-threatening service, such as helping a search or committing themselves to labour, then each enthralled character should make a [[Morale|morale]] check using [[Standard Morale|standard morale]]; those that succeed will agree to act as wished.
  
The cleric’s charisma is temporarily raised to 21, and therefore receives a +5 bonus to the IMech actions of persuasion or jest. Listeners who fail their save will, in any event, continue to listen so long as the cleric continues speaking.
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When the spell [[Spellcasting|is cast]], creatures within the area of effect are permitted a [[Saving Throws|saving throw vs. magic]].  Those with '''less than four [[Hit Dice|hit dice]] suffer a -4 penalty''' to this roll.  Creatures that are not humanoids receive a +4 modifier.  Creatures with an [[Intelligence (ability stat)|intelligence]] of 4 or less are not affected by the spell.
  
The creature must be able to understand the cleric.
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Listeners who fail their save will, in any event, continue to listen so long as the caster continues speaking.  The maximum time will be 1d4 per level, multiplied by 5 minutes.  For example, a 5th level caster would be able to continue speaking for 40 to 200 minutes.  The caster can pause comfortably, but can take no other action during this time without breaking the spell.  The caster need not say more than four words, if that is all that is necessary; the after-effect of the spell would be unchanged.
  
An cleric is judged to be able to speak continuously for up to 10 to 40 minutes per point of constitution.
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For example, the caster may shout, "Run for your lives!"  If there was an evident threat, no one would run; if no evident threat existed, those who made their morale checks would run.
  
Take note that those creatures who succeed at save must move outside the spell’s range, whereupon they can take what action they will (including missile fire against the cleric from that distance).
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Those who succeed in making a save will not be able to accost or affect other listeners; they will be able to fight with non-listeners, but so long as they remain in the spell's area of effect, they will not be able to attack the cleric.  Unrealizing, if they wish to attack the cleric, they will automatically move out of the area of effect first.
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Revision as of 21:56, 3 September 2020

Enthrall
Range self
Duration special
Area of Effect 30 ft. diameter sphere
Casting Time 1 round
Saving Throw none
Level bard (2nd); cleric (2nd)

Enthrall places creatures under a bewitchment that causes them to cease what they are doing and — once the caster begins to speak —they will listen, enraptured. Those affected by the spell will be able to understand, and following the spell's duration, they will remember what they were told. Depending on what was said, they may act on this information of their own volition, to protect themselves or take advantage of an obvious opportunity. If the caster wishes to press an audience into a specific non-threatening service, such as helping a search or committing themselves to labour, then each enthralled character should make a morale check using standard morale; those that succeed will agree to act as wished.

When the spell is cast, creatures within the area of effect are permitted a saving throw vs. magic. Those with less than four hit dice suffer a -4 penalty to this roll. Creatures that are not humanoids receive a +4 modifier. Creatures with an intelligence of 4 or less are not affected by the spell.

Listeners who fail their save will, in any event, continue to listen so long as the caster continues speaking. The maximum time will be 1d4 per level, multiplied by 5 minutes. For example, a 5th level caster would be able to continue speaking for 40 to 200 minutes. The caster can pause comfortably, but can take no other action during this time without breaking the spell. The caster need not say more than four words, if that is all that is necessary; the after-effect of the spell would be unchanged.

For example, the caster may shout, "Run for your lives!" If there was an evident threat, no one would run; if no evident threat existed, those who made their morale checks would run.

Those who succeed in making a save will not be able to accost or affect other listeners; they will be able to fight with non-listeners, but so long as they remain in the spell's area of effect, they will not be able to attack the cleric. Unrealizing, if they wish to attack the cleric, they will automatically move out of the area of effect first.