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Hypnotism, which was originally called Hamring's hypnotism,[1] and sometimes named hypnosis,[11][note 1] was an arcane, mind-affecting enchantment spell of the compulsion subschool that induced a fascination in several nearby creatures.[2] The Chosen of Bane were also granted the ability to hypnotize foes in like manner.[12][13]


Once the spell was cast, a number of nearby creatures within range would become fascinated with the caster, stopping whatever they were doing and staring blankly at his or her gestures or listening intently to his or her dronings. While the targets were so intrigued, it was possible for the caster to also make a single brief suggestion of the targets, which would seem acceptable to them. A potential target had to be able to see or hear the caster, but understanding the caster's words was not necessary for the hypnotism to have its fascination effect. To then offer a suggested action did require understanding on the part of the hearer, however.[2]

The spell was more challenging to use in a combat situation, since it required the full attention of the targets. The duration of the fascination was brief—between about ten and 45 seconds—but the ones hypnotized still felt compelled to follow the particular suggestion given to them while hypnotized until it was completed. They also would have no memory of having been hypnotized.[2]


Hypnotism required only verbal and somatic components, but it required a longer casting time than most spells.[2]


The spell was invented by Netherese arcanist Hamring in −1293 DR, the same year he invented his feeblemind and mass hypnosis spells.[14]


See Also[]


  1. Several sources talk of a common charm spell named hypnosis, which is most likely a misprint of hypnotism.


  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 23. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 242–243. ISBN 0-7869-2886-7.
  3. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  4. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  5. Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), pp. 278–279. ISBN 0-7869-3702-5.
  6. Hal Maclean (September 2004). “Seven Deadly Domains”. In Matthew Sernett ed. Dragon #323 (Paizo Publishing, LLC), p. 64.
  7. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 135. ISBN 0-88038-716-5.
  8. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 121. ISBN 0-7869-0437-2.
  10. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 76. ISBN 0-8803-8099-3.
  11. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 17, 204. ISBN 0-88038-716-5.
  12. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 163. ISBN 0-7869-1836-5.
  13. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 213. ISBN 0-7869-2759-3.
  14. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 27. ISBN 0-7869-0437-2.