Enthrall Spell in Pondera | World Anvil

Enthrall

Effect

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Enthrall

School: Enchantment (Charm) [Mind-Affecting]

Level:1, 2

Components: V, S

Casting Time:1 Standard Action

Range: Close

Target: 1 humanoid creature

Duration: 1 hour/level

Saving Throw: Will Negates

Spell Resistance: Yes

Cast using a 1st level spell slot. This charm makes a humanoid creature regard you as its trusted friend. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the target language to communicate your commands, or else be good at pantomiming.

Augment: You may use another spell slot on this spell to affect 1 other creature within range. Augmenting cannot be used in conjuction with an enhancement.

Enhance:When casting this spell at a higher level, Persuasion is allowed to be used to convince a creature to follow orders.

When cast as a 4th level spell, there is no restriction on creature type.
When cast as an 8th level spell, this affects any number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.
Quest (Wild Diplomacy)
This quest is automatically achieved when the spellcaster is a Druid or Ranger. This spell is allowed to be cast on animals instead of humanoid creatures. However, druids and rangers cannot cast this spell on humanoids and may only do so on animals.
In order for an arcane spellcaster to overcome this quest, they must tame a wild animal with no magic, bringing the creature from Hostile to friendly. Once the animal has done so, a DC 16 Magicraft check may be made to cast Enthrall on the animal, allowing the caster to choose to use this spell on animals instead of humanoids.

Animal Instruction

Components: V, S, DF

Casting Time: 10 Minutes

Range: Touch

Area: Animal Touched

Duration: 1 hour/level

Cast using a 2nd level spell slot. While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).

This spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.

Enhance:Each level over 2nd that this spell is cast, the animal can learn +1 maximum tricks.


Enthralling Symbol

Components: V, S, M

Casting Time: 10 Minutes

Range: Touch

Area: One Symbol

Duration: See Text

Cast using a 6th level spell slot. This spell allows you to scribe a potent rune of enchantment upon a surface. When triggered, the Enthralling Symbol creates a 60ft circular burst with LOS to all creatures within that burst radius. All creatures within the burst are treated as if under the effect of Enthrall as if cast using a 4th level spell slot. Once activated, the symbol glows, and lasts for 10 minutes/CL. After which time, all creatures are no longer affected by the symbol

Until the symbol is triggered, the symbol is inactive (Though visible and legible at a distance of 60ft). To be effective, it must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol inaffective, unless a creature removes the covering, in which case the symbol works normally.
By default, the Symbol is triggered whenver a creature does one or more of the following as you select:
  • Looks at the Symbol
  • Reads the Symbol
  • touches the symbol
  • Passes over the symbol
  • Passes through a portal bearing the symbol

Regardless of trigger method, a creature more than 60ft away from the symbol can't trigger it. Once the spell is cast, a symbol's triggering conditions cannot be changed.
In the case of "reading" the rune, this means an active attempt to study, identify, or fathom the rune or its meaning. Throwing a cover over a symbol to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol offensively.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class HD and HP don't qualify.
When scribing a symbol, you may specify a password or phrase that prevents a creature from triggering the effect. Anyone using the password remains immune to that particular rune's effect so long as the creature remains within 60ft of the rune. If the creature leaves the radius and returns later, it must use the password again.
You can also attune any number of creatures to the symbol, but doing so can extend the casting time. Attuning 1-2 creatures takes no additional time. Attuning up to 10 creatures increases the casting time to 1 hour. Attuning up to 25 creatures takes 24 hours. Attuning larget groups takes proportionely longer. Any creature attuned to a symbol cannot trigger it and is umme to its effects, even if within the radius when triggered. You are automatically considered attuned to your own symbol, and thus always ignore the effects and cannot inadvertently trigger them.
Material Component:The dust of three different powdered gemstones, totaling in value of 5000gp.

Augment: If you augment the spell, you can leave a command (of which a charisma check must be made) to those who are affected by the enchantment, who will follow that command to the best of their abilities should the caster succeed. Each augment leaves a different command. These commands can be split between numerous creatures affected by the spell, and may be placed to any amount, so long as their command triggers are set (Similar to the activation triggers.)

Enhance:For each higher level, double the duration of the spell.



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