Cleric 2
Range. 3”
Duration. Special
Area of Effect. Special
Enchantment/Charm
Components. V, S
Casting Time. 5s
Saving Throw. None
When this spell is cast, a hypnotic pattern is set up which causes one or more snakes to cease all activity except a semi-erect postured swaying movement.
If the snakes are charmed while in a torpor, the duration of the spell is 3 to 6 turns (d4 + 2); if the snakes are not torpid, but are not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4 + 4).
The cleric casting the spell can charm snakes whose hit points are less than or equal to those of the cleric.
On the average, a 1st level cleric could charm snakes with a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or 14 hit points, etc. The hit points can represent a single snake or several of the reptiles, but the total hit points cannot exceed those of the cleric casting the spell.
This spell will be effective against any ophidian or ophi-dianoid monster such as naga and couatl. Of course, hit point restrictions, resistance to magic, and saving throws apply at all times.