Snake Charm
(Enchantment/Charm)
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Effect: When this
spell is CAST,
a {hypnotic
pattern} is set up which causes one or more snakes
to cease all activity except a semierect postured swaying movement.
If the snakes are charmed
while in a torpor, the duration of the spell is 3 to 6 turns (d4+2);
if the snakes are not torpid,
but are not aroused and angry, the charm lasts 1 to 3 turns;
if the snakes are angry
and/or attacking, the snake charm spell will last from 5 to 8 melee rounds
(d4+4).
The cleric casting the spell
can charm snakes whose hit points are less than or equal to those of the
cleric.
On the average, a 1st level
cleric could charm snakes with a total of 4 or 5 hit points;
a 2nd level cleric 9 hit
points, a 3rd level 13 or 14 hit points, etc.
The hit points can represent
a single snake or several of the reptiles,
but the total hit points
cannot exceed those of the cleric casting the spell.
DMG: This spell will
be effective against any ophidian or ophidianoid monster such as naga and
couatl.
Of course, hit point restrictions,
resistance to magic, and saving throws apply at all times.
Shukenja:
Casting this spell sets up a hypnotic pattern which causes one or more
snakes to cease all activity
except a semi-erect swaying posture. The
duration of this spell is
3-6 turns if CAST when the snakes are in a torpor, 1-3
turns if the snakes are
active but not attacking, and 5-8 melee rounds if the
snakes are angry || attacking.
The shukenja's HP are the total
amount of HP of snakes that
may be affected by this spell, and may
represent a single snake
or many of them.