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<blockquote data-quote="the Jester" data-source="post: 6635958" data-attributes="member: 1210"><p>My friend, I not only remember it, I've already converted it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>EDIT:</strong> And for the record, it was in the 1e <em>Unearthed Arcana.</em> I think Leomund must have been an interesting adventuring companion.</p><p></p><p><strong>Leomund's Lamentable Belaborment</strong></p><p>6th-level enchantment (bard, wizard)</p><p>Casting Time: 1 action</p><p>Range: 40'</p><p>Components: V</p><p>Duration: See text</p><p></p><p>When you cast this spell, choose a point in range. Each creature within 10' of that point is affected by this devious spell, which distracts them by drawing them into polite conversation on topics of interest to them. Upon casting the spell, you begin a discussion of some topic germane to the spell's targets, each of whom makes a Wisdom saving throw. Those that succeed are unaffected. Creatures affected immediately begin to converse with you, agreeing or disagreeing, all most politely. By concentrating and spending your action to converse, you can maintain the spell for up to seven rounds, but creatures remain under the effects of the spell even after you stop concentrating on it. If you are attacked or otherwise distracted during this time, the subjects don't notice. You can leave at any time after the initial round of casting the spell and the subjects will continue on as if you were still present. As long as they don't take damage and aren't the subject of a spell or attack, they ignore all else that is going on around them, spending their time talking and arguing. However, when you stop using your action to talk to them, each subject completes only the stage of the spell that is currently in. </p><p> </p><p>If you keep talking for three rounds, each target must make another Wisdom saving throw. If this one succeeds, it continues to converse, but if it fails, it wanders away randomly and takes a random action each round, as if under the influence of a confusion spell (with the proviso that it will ignore you). At the end of each of its turns, it makes another saving throw, ending the effect on a success. </p><p> </p><p>If you keep talking for seven rounds, each target must make another Wisdom saving throw, flying into a rage on a failure or realizing that they have been duped on a success (see below). While in a rage, the creature must use its most efficacious attack against the nearest creature other than you and has advantage on attacks, but also grants advantage on attacks against it. At the end of each of its turns, the creature can repeat the save, ending the effect on a success. </p><p> </p><p>A creature that makes its save against the rage realizes that it was duped and falls prone, lamenting its foolishness. It can take no actions or reactions. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.</p></blockquote><p></p>
[QUOTE="the Jester, post: 6635958, member: 1210"] My friend, I not only remember it, I've already converted it. :) [B]EDIT:[/B] And for the record, it was in the 1e [i]Unearthed Arcana.[/i] I think Leomund must have been an interesting adventuring companion. [B]Leomund's Lamentable Belaborment[/B] 6th-level enchantment (bard, wizard) Casting Time: 1 action Range: 40' Components: V Duration: See text When you cast this spell, choose a point in range. Each creature within 10' of that point is affected by this devious spell, which distracts them by drawing them into polite conversation on topics of interest to them. Upon casting the spell, you begin a discussion of some topic germane to the spell's targets, each of whom makes a Wisdom saving throw. Those that succeed are unaffected. Creatures affected immediately begin to converse with you, agreeing or disagreeing, all most politely. By concentrating and spending your action to converse, you can maintain the spell for up to seven rounds, but creatures remain under the effects of the spell even after you stop concentrating on it. If you are attacked or otherwise distracted during this time, the subjects don't notice. You can leave at any time after the initial round of casting the spell and the subjects will continue on as if you were still present. As long as they don't take damage and aren't the subject of a spell or attack, they ignore all else that is going on around them, spending their time talking and arguing. However, when you stop using your action to talk to them, each subject completes only the stage of the spell that is currently in. If you keep talking for three rounds, each target must make another Wisdom saving throw. If this one succeeds, it continues to converse, but if it fails, it wanders away randomly and takes a random action each round, as if under the influence of a confusion spell (with the proviso that it will ignore you). At the end of each of its turns, it makes another saving throw, ending the effect on a success. If you keep talking for seven rounds, each target must make another Wisdom saving throw, flying into a rage on a failure or realizing that they have been duped on a success (see below). While in a rage, the creature must use its most efficacious attack against the nearest creature other than you and has advantage on attacks, but also grants advantage on attacks against it. At the end of each of its turns, the creature can repeat the save, ending the effect on a success. A creature that makes its save against the rage realizes that it was duped and falls prone, lamenting its foolishness. It can take no actions or reactions. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success. [/QUOTE]
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