Shark Charm

Level 2 priest spell · Enchantment/Charm

Sways sharks totalling no more hit points than the caster's own into a stupor for 1d4+2 turns, less if they are roused or smell blood.

Situation: Control

Niche — narrow: the situation it serves seldom comes up.

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

  • Priest's Spell Compendium Vol 2
This spell on the AD&D 2nd Edition Wiki