Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
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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