Ray of Ondovir
(Enchantment/Charm)

Level: 2
Range: 8"
Components: V,S
Casting Time: 2 segments
Duration: 1 round
Saving Throw: Neg.
Area of Effect: One creature

By means of
this magic, the caster creates a ray of
glowing light leaping from his or her
fingertips to one TARGET creature.

This
beam fades out at 8" distant and has no
effect beyond that; if the TARGET creature
is beyond range, and no other
creature intercepts the ray ere a round
passed, the magic has no effect and is
lost. But if one living creature is touched
by the ray (if several touch it, only
the first to do so is affected, regardless
of the caster’s wishes), the ray of
Ondovir takes effect.

A save
vs. Spell at -3 is allowed to any
creature so touched by the ray; if failed,
the victim attempts to exactly repeat
the actions it took in the preceding
round.

Any attacks and spellcasting
begun in the round in which the victim
was struck by the ray are ruined. The
victim moves about in exactly the same
way as he or she did on the previous
round, although such actions are not in
exactly the same spot as in the previous
round if the victim made any movements
during the second round, prior
to the ray’s strike. Such movements are
carried out even if they lead into obstacles
or over cliffs or into chasms. If the
target spent the previous round readying
weapons, it spends this round doing
so too; if it fought with weapons, it
duplicates its movements (thus a mobile
opponent can easily avoid the victim’s
attacks, and strike the victim with relative
ease; consider the victim to be -4
on AC). If a spell was CAST on the previous
round, the victim again attempts
to cast the spell, but if a second identical
spell has not been memorized by the
victim, no spell effect occurs. When this
round of helpless repetition is complete,
the victim is instantly released
from all control.
 
 
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