Siren Song
- SchoolEnchantment/Charm, Illusion/Phantasm
- SphereCharm
- ComponentsV, S, M
- Range300 ft.
- AreaSpecial
- Casting time2 rds.
- Duration1 turn
- SaveNeg.
(See also: Sirine) Sidebar Undersea Priests The victim of this spell hears haunting, beautiful music and is overwhelmed by a desire to find the music's source. The sound is illusory and is, therefore, impossible to find. The affected creature wanders aimlessly in the area of effect looking for the source of the music. The desire is so all consuming that the creature ignores food and treasure, though not obvious dangers. (The creature can be caught by hidden dangers, of course, and many who wade or swim out into the sea risk drowning or attack.) The creature fights all attempts at constraint by either friend or foe. In the first round of combat, the creature is surprised, strikes last in the round, and fights at -2 to attack and damage rolls; thereafter, it fights at -1 to attack and damage rolls but normally otherwise. Should the creature be injured in combat or forced out of the area of effect, the spell is negated and the creature returns to normal immediately.
To use this spell, a spellcaster need not be underwater, but must be within 60 feet of the sea or the spell fails to work. Also, the creature affected by the spell must be in the area of effect when the spell is cast; this area encompasses a globe with a radius of 60 feet plus 30 feet per level. Those who wander into the area of effect after the casting are unaffected. The creature is allowed a saving throw vs. spell is modified by the Intelligence of the creature. The more intelligent the creature, the more beautiful the music seems. Creatures of Intelligence 4 or less (semi-intelligent) roll with a +2 bonus on their saving throw. Those of Intelligence 5-7 (low) roll with a +1 bonus. Those of Intelligence 8-12 (average to very) roll normally. Creatures of Intelligence 13-14 (high) save with a -1 penalty. Those of Intelligence 15 or greater receive a -2 penalty. The caster can affect one creature for every three levels attained (e.g., one at 3rd level, two at 6th level, three at 9th level, and so on
The material component is any large, empty sea shell.
Sources: Dragon Magazine · Priest's Spell Compendium