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Shark Charm

Level 2 priest spell · Enchantment/Charm

Sphere
Animal, Charm
Range
30 yds.
Components
V, S
Casting time
5
Duration
Special
Area of effect
30-ft. cube
Saving throw
None

When this spell is cast, a hypnotic pattern is set up that causes one or more sharks to cease all activity except a side-to-side swaying movement. If the sharks are charmed while simply swimming about, the duration of the spell is 1d4+2 turns; if the sharks are aroused and angry or can scent blood in the water, the charm lasts 1d3 turns; if the sharks are angry or attacking or if a sahuagin is present within 30 yards, the spell lasts 1d4+4 rounds. The priest casting the spell can charm sharks whose total hit points are less than or equal to his or her own. On average, a 1st level priest could charm sharks with a total of 4 or 5 hit points; a 2nd level priest could charm 9 hit points, and so on. The hit points can be those of a single shark or those of an entire school, but the total hit points cannot exceed those of the priest casting the spell. A 23-hit-point caster charming a dozen 2-hit point sharks would charm 11 of them. This spell is also effective against any shark-related monster, such as a bunyip or wereshark, subject to magic resistance, hit points, and so forth.

Notes: Granted by the elven god Deep Sashelas. Shark charm is an underwater variant of the more common snake charm spell It. Was developed by aquatic elven priests.

Sources

This spell on the AD&D 2nd Edition Wiki