Seduction II -Witch
- SchoolEnchantment/Charm
- ComponentsV, S
- Range60 yds.
- Area1 male human, demihuman, or humanoid
- Casting time2
- Duration2 turns
- SaveSpecial
(See also: Seduction) This spell resembles seduction I in most respects, with a -2 base penalty to the saving throw vs. paralyzation, and a duration for the charm effect of 2 turns. The witch's Reaction Check adjustment for Charisma is a penalty to the saving throw. Chaste or virtuous warriors gain a +4 bonus to their saving throws. Resistance to charm spells can negate the spell.
A human or demihuman male who fails to make a saving throw vs. paralyzation discards his gear and approaches the witch with romance in mind, regarding her as a beloved paramour; a male humanoid becomes a fanatical guardian and protector, instead.
A male human or demihuman who fails to resist is effectively charmed, but with a romantic bent. The victim immediately gains another saving throw to escape the spell if injured or harmed. If the witch herself injures him, this spell is instantly broken.
The seduction 11 spell lasts for two turns, or until broken. When the spell ends, re-arming takes one to four rounds, depending on the armor worn.
Notes: Restricted to witches (common) and female enchanters (uncommon).
Sources: Wizard's Spell Compendium