The World of Yön

A Dungeons and Dragons® Game Setting by Keith Abbott

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Fun with Magic

Fun with Magic: Animal Trance

This is an article in the continuing series, “Fun with Magic”, where I examine spells from the D20 System Reference Document, which corresponds to spells from the Player’s Handbook v. 3.5.  These spells are in almost every campaign and form the foundation of spells used in Yön.  Each article demonstrates strengths and weaknesses of a particular spell and some unique applications for each, to the limit of the author’s imagination, such as it is.

Animal Trance

Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Brd 2, Drd 2

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Animals or magical beasts with Intelligence 1 or 2

Duration: Concentration

Saving Throw: Will negates; see text

Spell Resistance: Yes

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.


Another straightforward spell, animal trance can stop a fight in the wilderness against even some dire animals if the 2d6 roll is high enough.  (On a 12, even a dire bear is fascinated with no saving throw.)  Even animals that do get saves against the spell usually don’t have good Will saves, so it is still useful against them.  Many magical beasts have too high an Intelligence score to be affected by this spell:  if it talks, cast something else.

Note that fascination does not mean an animal affected by this spell is helpless or obblivious to threats to it.  If you approach it with torches and weapons raised, the spell will end, and badly.  However, it does get a –4 penalty on Spot and Listen checks, so it makes it easier to sneak up on it.

While it can be used to capture skittish animals (such as wild horses), the spell’s short range makes this difficult.  If you have a good enough Hide and Move Silently score to get close enough to use it, you’re probably good enough at those skills to catch them without the spell.

Published Saturday, August 04, 2007 11:53 PM by Keith Abbott

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