Difference between revisions of "Nod (cantrip)"

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[[File:Nod (cantrip).jpg|right|490px|thumb]]
 
[[File:Nod (cantrip).jpg|right|490px|thumb]]
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Nod is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 12 to 15 seconds.  The effect allows a [[Saving Throws|saving throw against magic]], which if successful enables the recipient to ignore the urge; otherwise, he or she can be induced to willfully accept a trade or condition very briefly.
  
 
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| level = [[Cantrip|cantrip]]
 
| level = [[Cantrip|cantrip]]
 
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Nod is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 20 secondsThe effect is negated if a [[Saving Throws|saving throw]] is made.  Affected creatures can be made to look and nod in any direction of the caster’s choosing — thus giving an order or a sign to a specific creature or creatures, as the caster’s wishes.
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Once the dweomer subsides, the recipient becomes fully aware of the ruse and is liable to be angry — especially in the case of shopkeepers who don't like to be cheated in this mannerAs the cantrip is fairly common in the game world, spellcasters who are caught at performing the incantation should know that the accusing [[Court of Law|claimant]] is likely to recieve credit for the caster's action.
  
When the cantrip is discharged, the recipient won't know that he or she has nodded — and may therefore make no effort to countermand or disapprove of the action.  The nod may also create a situation where the nodder and others fall into argument, if the nod is misunderstood or resented.
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Nonetheless, it's possible to persuade an individual to willingly hand over the reins of a horse, or a few coins spontaneously, or let the character pass through a gate or any similar action — which, once accomplished, the caster would do well to make themselves scarce as soon as possible before consequences arrive.
  
The cantrip assumes the affected creature has a head to nod; additionally, the effect will have little meaning when applied to [[Animal|animals]] or most [[Beast|beasts]].
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The cantrip is only effective against creatures with an [[Intelligence (ability stat)|intelligence]] of 5 or more.
  
  
 
See [[Person-affecting Cantrips]]
 
See [[Person-affecting Cantrips]]
  
[[Category: Cantrips]][[Category: Don't Review until 2022]][[Category: Lacks Image]]
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[[Category: Cantrips]][[Category: Reviewed]]

Revision as of 02:25, 28 November 2023

Nod (cantrip).jpg

Nod is a cantrip that causes the recipient to involuntarily agree with a suggestion, but only for the space of 12 to 15 seconds. The effect allows a saving throw against magic, which if successful enables the recipient to ignore the urge; otherwise, he or she can be induced to willfully accept a trade or condition very briefly.

Nod
Range 30 ft.
Duration 1 round
Area of Effect 1 creature
Casting Time 2 action points
Saving Throw negates
Level cantrip

Once the dweomer subsides, the recipient becomes fully aware of the ruse and is liable to be angry — especially in the case of shopkeepers who don't like to be cheated in this manner. As the cantrip is fairly common in the game world, spellcasters who are caught at performing the incantation should know that the accusing claimant is likely to recieve credit for the caster's action.

Nonetheless, it's possible to persuade an individual to willingly hand over the reins of a horse, or a few coins spontaneously, or let the character pass through a gate or any similar action — which, once accomplished, the caster would do well to make themselves scarce as soon as possible before consequences arrive.

The cantrip is only effective against creatures with an intelligence of 5 or more.


See Person-affecting Cantrips