Enthrall
(Enchantment/Charm)
<(LD)>
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Effect: A cleric who uses this spell can [bind] and enthrall an audience that can fully understand his or her language.
Listeners of the same race
as the cleric are allowed a save vs. spell;
those of a different race
which is generally unfriendly to the cleric's race save at +4.
<link: (See RACIAL
PREFERENCES).>
It is impossible to enthrall
a
character or creature with more than 4 levels or HD, or one with a [wisdom]
score greater than 15.
<link: (If the monster's
[intelligence] is Very or greater, see PSIONIC
COMBAT NOTES, to determine if the monster's [wisdom] score is greater
than 15.)>
<16+>
To effect the spell, the
caster must speak without interruption for a full round.
Thereafter, the enchantment
lasts for as long as the cleric keeps speaking,
to a maximum of 6 turns.
Those who fail their save will view the cleric
as if he or she had a charisma
of 21 (loyalty base +70%, reaction
adjustment +50%).
They will stand and listen
to the cleric's words, but will not act on them as if a [suggestion] had
been CAST.
When the cleric stops talking,
the spell is broken and the
listeners regain control
of their own minds. Any form of attack (i.e., a
successful hit or the casting
of a spell) against the cleric will instantly
cancel the enthrall spell,
as will any attempt by the cleric to CAST a different
spell or perform some other
action. Members of the audience
who make a successful save
will view the cleric as having a
charisma of 3;
they may (50% chance) hoot and jeer, allowing a new
save for other listening.
If the cleric tries to TAKE undue advantage
of the spell by preaching
about a religion or alignment opposed
to that to which the members
of the audience subscribe, each
"offended" listener is allowed
a new saving throw at +5.
Shukenja: A shukenja
using this spell may cause a group of people to pay attention to the shukenja
and respond positively.
The shukenja must speak
uninterrupted for one round, and the listeners must fully understand the
language. They are granted
a saving throw, with those of a race unfriendly to the caster saving at
+ 4. Beings of
greater than 4 hit dice
or those with Wisdoms of 15 or better are unaffected. The enthrall lasts
for up to six
turns, as long as the shukenja
speaks, with those failing to save listening as if the shukenja has a Charisma
of
21, and those making a saving
throw treating the shukenja as having a Charisma of 3. Any discussion of
politics, religion, or alignment
grants a new saving throw at + 5.
- by Lenard Lakofka, from Beefing Up The
Cleric (Dragon #58)
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