AD&D Players Handbook/Database/Spells/Illusionist/Hypnotic Pattern: Difference between revisions
adnd>WikiImporter Generated searchable database record from supplied Players Handbook |
m 1 revision imported |
(No difference)
| |
Latest revision as of 16:23, 27 August 2026
- Hypnotic Pattern
| Class | Illusionist |
|---|---|
| Spell level | 2 |
| School | illusion/Phantasm |
| Reversible | No |
| Range | 0 |
| Duration | Special |
| Area of Effect | 3" X 3" square area |
| Components | S,M |
| Casting Time | 2 segments |
| Saving Throw | Neg. |
- Description
When this spell is cast the illusionist creates a weaving, turning pattern of subtle colors in the air. This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing ot it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to o saving throw. The illusionist need not utter a sound, but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.
- Source
Supplied Players Handbook PDF, PDF page 96. Original printed page is approximately 94 for this portion of the scan. Source column: R.
OCR source record
[edit]Level: 2 Components: S,M Range: 0 Duration: Special Saving Throw: Neg. Area of Effect: 3" X 3" square area Casting Time: 2 segments Explanation/Description: When this spell is cast the illusionist creates a weaving, turning pattern of subtle colors in the air. This hypnotic pattern will cause any creature looking at it to become fascinated and stand gazing ot it as long as the spell caster continues to maintain the shifting interplay of glowing lines. Note that the spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 24 creatures with 1 hit die each, 12 with 2 hit dice, etc. All creatures affected must be within the area of effect, and each is entitled to o saving throw. The illusionist need not utter a sound, but he or she must gesture appropriately while holding a glowing stick of incense or a crystal rod filled with phosphorescent material.