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.