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