Difference between revisions of "Enthrall (spell)"

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{| class="wikitable"
+
{{Spelltable
|-
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| name = Enthrall
| Range|| self
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| range = self
|-
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| duration = special
| Duration || special
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| area of effect = 30 ft. diameter sphere
|-
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| casting time = 1 round
| Area of Effect|| 30 ft. diameter sphere
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| save = none
|-
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| level = [[Bard 2nd Level Spells|bard (2nd)]]; [[Cleric 2nd Level Spells|cleric (2nd)]]
| Casting Time|| 1 round
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}}
|-
 
| Saving Throw|| negates
 
|-
 
| Level|| [[Bard 2nd Level Spells|bard (2nd)]]; [[Cleric 2nd Level Spells|cleric (2nd)]]
 
|}
 
  
 
Enchants creatures who fail to make save vs. magic. Creatures less than 4 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.
 
Enchants creatures who fail to make save vs. magic. Creatures less than 4 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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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).
 
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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<br>
 
 
[[Category:Bardic Spells]] [[Category:Clerical Spells]]
 

Revision as of 22:40, 14 February 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)

Enchants creatures who fail to make save vs. magic. Creatures less than 4 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.

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.

The creature must be able to understand the cleric.

An cleric is judged to be able to speak continuously for up to 10 to 40 minutes per point of constitution.

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).