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''' is a spell that allows the caster, using gestures, musical instruments, or song, to calm the movements of [[Snake|snakes]] and other [[Reptiles|reptiles]], mesmerizing them.  The magic affects only natural [[Animal|animals]].
| Range|| 30 ft.
 
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| Duration || 4-14 rounds
 
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| Area of Effect|| 1 snake per level
 
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| Casting Time|| 1 round
 
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| Saving Throw|| none
 
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| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
 
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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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{{Spelltable
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| name = Snake Charm
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| range = 30 ft.
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| duration = 4-14 rounds
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| area of effect = 2 hit dice per [[Experience Level|level]]
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| casting time = 1 round
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| save = none
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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
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}}
  
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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One or more of these creatures may be enchanted, as the caster makes each affected creature behave as desired. Once taken over, the snake or reptile must remain in the established area of effect.
  
[[Category:Clerical Spells]]
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No concentration is necessary to maintain this control.  The caster may therefore enter into [[Combat|combat]], cast other spells and so on, during which time the affected creatures will lift themselves from the ground and gently sway in place.  When released from the charm, the creature automatically loses its first attack while recovering.
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There's no saving throw.  If a creature is [[Attacking in Combat|attacked]] and hit for [[Damage (hit points)|damage]], however, the charm is broken for that specific animal.
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== Putting the Spell in Use ==
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Presumably, if coupled with [[Speak with Animals (spell)|speak with animals]], a snake could be controlled long enough to make it complicit of its own free will.  The spell could be used to collect snakes and release them when desired, as a form of attack, or for making them part of a trap.  Naturally, as shown in the image, snakes could be employed in some form of performance.  In a campaign involving the management of a zoo or menagerie, snake charm could be used to handle and care for reptilian exhibits.
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 20:20, 16 October 2023

Snake Charm (spell).jpg

Snake charm is a spell that allows the caster, using gestures, musical instruments, or song, to calm the movements of snakes and other reptiles, mesmerizing them. The magic affects only natural animals.

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)

One or more of these creatures may be enchanted, as the caster makes each affected creature behave as desired. Once taken over, the snake or reptile must remain in the established area of effect.

No concentration is necessary to maintain this control. The caster may therefore enter into combat, cast other spells and so on, during which time the affected creatures will lift themselves from the ground and gently sway in place. When released from the charm, the creature automatically loses its first attack while recovering.

There's no saving throw. If a creature is attacked and hit for damage, however, the charm is broken for that specific animal.

Putting the Spell in Use

Presumably, if coupled with speak with animals, a snake could be controlled long enough to make it complicit of its own free will. The spell could be used to collect snakes and release them when desired, as a form of attack, or for making them part of a trap. Naturally, as shown in the image, snakes could be employed in some form of performance. In a campaign involving the management of a zoo or menagerie, snake charm could be used to handle and care for reptilian exhibits.