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Taunt
(Enchantment)


L^: mu1
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R#: 3"
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D^: Instantaneous
C^: v.s
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CT: 1r
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S^: Neg.
A^: (2 levels or HD)*
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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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