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WizardLv. 1

Seduction I -Witch

(See also: Seduction) Any male human or demihuman affected by this spell casts aside all weapons, armor, and clothing in an attempt to seduce the witch; a male humanoid becomes a fanatical guardian and protector, instead. The victim is allowed a saving throw vs. paralyzation.

The level of the seduction spell (I through VIII) and the witch's Reaction Check adjustment for Charisma are applied as penalties to the subject's saving throw. Wisdom adjustments and any resistance to charm spells apply as well. Warriors who are true to strict codes of chastity or virtuous behavior gain a +4 bonus to resist the spell's effect. (At the DM's discretion, a character with the opposite habits might receive a penalty of-1 to -4.) For example, a witch with a Charisma score of 16 (Reaction Check adjustment of -5) using seduction III (penalty of-3) creates a saving throw penalty of-8.

A human or demihuman character who fails to resist first discards his gear, then approaches the witch with romance in mind, regarding her as a beloved paramour; note that it may take several rounds to get rid of plate mail or other heavy armor. The witch can exercise the influence of the charm person spell over him, but about the only course of action that seems reasonable to the subject is to passionately cm-brace the caster. If the witch wishes, she can then attack (or have her allies attack) the unarmed and unarmored subject. If harmed by the witch's minions, the victim immediately gains another saving throw to escape the witch's influence. If the witch herself injures him, the spell is immediately broken.

The seduction 1 spell lasts for two turns, or until broken by attack. When the spell ends, the subject regains his senses, requiring one to four rounds to re-arm and re-equip himself, depending on the type of armor worn.

Notes: Restricted to witches (common) and female enchanters (uncommon).

Sources: Wizard's Spell Compendium

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