PRC8/nwn/nwnprc/trunk/smp/phs_s_enthrall.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Enthrall
//:: Spell FileName PHS_S_Enthrall
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 round
Range: Medium (20M)
Targets: Any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: Yes
If you have the attention of a group of creatures, you can use this spell to
hold them spellbound. To cast the spell, you must speak or sing without
interruption for 1 full round. Thereafter, those affected give you their
undivided attention, ignoring their surroundings. They are considered to
have an attitude of friendly while under the effect of the spell. Any
potentially affected creature of a race other then yours gets a +4 bonus on
the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains
aware of its surroundings and if attacked or see allies being attack will
snap out of Enthrallment.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Thusly,
if you become silenced the spell stops as if interrupted. Those enthralled by
your words take no action while you speak or sing and for 1d3 rounds thereafter
while they discuss the topic or performance. Those entering the area during
the performance must also successfully save or become enthralled. The speech
ends (but the 1d3-round delay still applies) if you lose concentration or do
anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you,
they can collectively make a Charisma check to try to end the spell by
jeering and heckling. For this check, use the Charisma bonus of the creature
with the highest Charisma in the group; others may make Charisma checks to
assist. The heckling ends the spell if this check result beats your Charisma
check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly
hostile act, the spell ends and the previously enthralled members become
immediately unfriendly toward you. Each creature with 4 or more HD or with
a Wisdom score of 16 or higher becomes hostile.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
This might be a harder one, maybe use confusion or similar. Rating: 15+!,
but possible.
Placeholder script.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
}