Seduction (Enchantment) |
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Range: 6'' |
Components: V,S |
Duration: 2 turns |
Casting Time: 1 segment |
Area of Effect: 1 man |
Saving Throw: Neg. |
This spell causes the effected man to cast aside all weapons, armor, and clothing. In an attempt to seduce the mage, leaving the victim virtually defenseless against attacks from the mage or any other character or creature. Immediately after the spell wears off or is dispelled, the victim can retrieve one of his dropped weapons on a roll of 11 or more on a D20. If the roll is 16 or more, the victim may also retrieve a shield or helmet. Rolls may be repeated each round until successful as long as the victim stays within grasping range of the weapon or other object to be recovered. The saving throw for this spell is computed by adding the seduction spell level (1 through 8) to the charisma score of the mage and subtracting the wisdom score of the intended victim. The resulting number is used as a modifier (plus or minus) to a roll of 1d20. The adjusted die roll must be equal to or greater than a certain number, depending on the class of the intended victim, for the save to be successful. Barbarians need a 15 to save fighters and rangers need a 13 to save thieves and assassins 12, cavaliers and paladins 10, magic-users and illusionist 9, clerics and druids and monks need 8 to save. |
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