Difference between revisions of "Snake Charm (spell)"

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[[File:Snake Charm (spell).jpg|right|490px|thumb]]
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'''Snake charm''' allows the caster, through gestures, instrument or song, to still the actions of [[Snake|snakes]] and other [[Reptiles|reptiles]], mesmerizing them.  Only natural [[Animal|animals]] are affected.  The caster is able to maintain the charm against one or more creatures, even shifting the effect from creature to creature, so long as the number of [[Hit Dice|hit dice]] affected in any [[Combat Round|round]] remains within the area of effect.
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{{Spelltable
 
{{Spelltable
 
| name = Snake Charm
 
| name = Snake Charm
 
| range = 30 ft.
 
| range = 30 ft.
 
| duration = 4-14 rounds
 
| duration = 4-14 rounds
| area of effect = 1 snake per level
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| area of effect = 2 hit dice per [[Experience Level|level]]
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = none
 
| save = none
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}}
 
}}
  
Charms snakes and other reptiles that are encountered by the cleric. The spell will cause affected creatures to cease all activity, except a semi-erect postured swaying movement.
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This attention does not count as [[Spellcasting|concentrating]] on the spell. For the duration of the spell, the caster may forego the charm long enough to swing, cast a different spell or whatever ... returning to charm the animals when convenient.  While charmed, those affected will gently sway, lifting themselves from the ground as much as possible.  When released during the caster's round, the creature will automatically lose their first attack in recovering itself.
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There is no saving throw; however, once a creature is [[Attacking in Combat|attacked]], regardless of whether [[Damage (hit points)|damage]] is bestowed, that individual will be freed from being charmed for the remaining duration of the spell.
  
Snakes suffer a –2 modifier to their saving throws. Turtles and dinosaur-like creatures gain a +4 modifier against the spell. Lizards, crocodiles and other reptiles save normally.
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It is possible, then, to maintain control over even an enormous snake long enough to slip past to safety, by intermittently controlling it round to round while moving forward.
  
[[Category:Needs Rewrite]]
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Revision as of 20:10, 10 October 2021

Snake Charm (spell).jpg

Snake charm allows the caster, through gestures, instrument or song, to still the actions of snakes and other reptiles, mesmerizing them. Only natural animals are affected. The caster is able to maintain the charm against one or more creatures, even shifting the effect from creature to creature, so long as the number of hit dice affected in any round remains within the area of effect.

Snake Charm
Range 30 ft.
Duration 4-14 rounds
Area of Effect 2 hit dice per level
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

This attention does not count as concentrating on the spell. For the duration of the spell, the caster may forego the charm long enough to swing, cast a different spell or whatever ... returning to charm the animals when convenient. While charmed, those affected will gently sway, lifting themselves from the ground as much as possible. When released during the caster's round, the creature will automatically lose their first attack in recovering itself.

There is no saving throw; however, once a creature is attacked, regardless of whether damage is bestowed, that individual will be freed from being charmed for the remaining duration of the spell.

It is possible, then, to maintain control over even an enormous snake long enough to slip past to safety, by intermittently controlling it round to round while moving forward.