Fascinated
A fascinated creature is entranced by a sight, sound, or magical effect. It stands or sits quietly, unable to act or defend itself normally, focused entirely on the source of its fascination.
Effects
- Can take no actions other than paying attention to the fascinating effect.
- –4 penalty on all skill checks made as reactions, such as Perception checks.
- Any potential threat — such as a hostile creature moving into view or an ally being attacked — allows the fascinated creature to make a new saving throw against the DC of the fascinating effect to break free.
- Any obvious threat — such as someone drawing a weapon, casting a spell, or making an attack — automatically breaks the fascination, with no save required.
- Fascinated creatures do not lose their Dexterity bonus to AC, and do not take an AC penalty.
Potential threat vs. obvious threat.
A creature moving toward the fascinated target is a potential threat (new save allowed).
A creature raising a weapon or beginning to cast is an obvious threat (fascination breaks
automatically). The GM makes this distinction.
Ending the Condition
- An obvious threat automatically ends fascination with no save.
- A potential threat allows a new saving throw to end it.
- The effect ends when its duration expires.
- Remove fear, calm emotions, and similar spells may suppress fascination depending on its source.
Related Conditions
- Dazed — also prevents action, but from shock rather than entrancement; threats do not automatically break daze.
- Confused — another mind-affecting condition that disrupts normal action.
Common Sources
The hypnotism spell; bardic performance (fascinate); the charm spell family; certain monster gaze and aura abilities (nymphs, harpies, aboleth). Fascination is a mind-affecting compulsion effect — creatures immune to mind-affecting magic are immune.