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Taunt
(Enchantment)
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Effect: A taunt
spell enables the caster to jape
& jeer
<jape: 1) perhaps add
this spell to the Jester spell list. 2) this spell might be appro. for
deities of trickery>
effectively with respect
to any creature with an intelligence of
2 or greater.
The spell's dweomer gives
the [MU]'s words & sounds
real meaning to the subject
creature or creatures. <>
These words & sounds
will challenge the subject(s), be insulting, and in
general cause [irritation]
& anger. If the subject creature or creatures<>
fail to save vs. Spell,
the taunt spell will cause them to rush forth in <v>
fury to do battle with the
spell caster, and each & every affected
creature so coming will
certainly attack the spell caster if physically
capable of doing so, i.e.
they will seek to USE body weapons & hand-held weapons rather
than attacking from a distance.
Separation by
an impenetrable or uncrossable
boundary (a wall of flame, a deep chasm)
will
cause the spell to break.
Only one sort of creature can be
affected by a single taunt
spell; in a mixed group of orcs & goblins
(for instance)
the caster would be able
to affect either the orcs or the goblins (caster's choice),
but not both at once. The
magic affects creatures closest to the spell caster first,
regardless of max. range.
Thus, if a group of gnolls were being taunted
by a Necromancer (MU10), <v>
the nearest ten creatures
would be subject to the spell
first, even though the spell
caster might prefer to affect the gnollish shaman
at the rear of the group.
Troops under a strong leader<font>
would gain a save bonus of +1 to +4, at the DM's discretion. <v>
<this relates to Discipline:
firm.harsh & firm.fair should both grant save bonuses>
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