3.5 Anyone have an idea for a mind-affecting spell that would have a mount throw... [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

02-18-04, 11:08 PM
Anyone have a good idea on a spell that would cause a mount to throw its rider?

Is there a spell that does that now?

Would it necessarily be Druidic?
BW0222

02-18-04, 11:53 PM
Speak with animals, an apple, and a good diplomacy check?
Zitchas

02-19-04, 12:07 AM
That could work.

Pretty much any of the psionic attacks would probably get the horse to act unpreditably. (panic, fall over, stop, ignore it's rider, etc)

Charm and domination type spells could probably do the trick, although you would have to be able to speak to the thing to get it to do anything in particular.

I'd have recommended the various emotion:fear, emotion:panic, type spells, but they aren't around in 3.5 for some reason. I rarely used them, but they're still valid enchantment spells.

Anyone know whey they were toasted?
RLWilde

02-19-04, 12:27 AM
Hold Monster?
mbfu3k

02-19-04, 10:17 AM
Sleep?
Vorpal Warhammer

02-19-04, 11:36 AM
Speak with Animals coupled with Command (Fall).
Kyuketsukiouji

02-19-04, 12:01 PM
Cause Fear?
CaoSlayer

02-19-04, 12:08 PM
ummm, grease?

ops, dont mind affecting...
The_Ditto

02-19-04, 01:05 PM
Disintegrate?

:angel:

What? :smirk: not mind-affecting you say?? Ok ... does it not destroy the mind? (along with everything else .. granted .. :rolleyes: )
:smirk:
tarkin

02-19-04, 01:49 PM
Illusion of a 20 ft wall directly in front of a moving mount.
(Psi)SeveredHead

02-19-04, 08:05 PM
Originally posted by tarkin
Illusion of a 20 ft wall directly in front of a moving mount.

Best answer. I also like using any fear effect, since you're spooking the horse. You could just Intimidate the horse as well, though.
Harmor

02-19-04, 08:25 PM
Illusion of a 20 ft wall directly in front of a moving mount.

Wouldn't that just force a ride check as the horse stopped in front of the wall?

Great, btw, of stopping a charge!!!
olshanski_home

02-19-04, 08:31 PM
Cause Fear (Wiz1/Clr1) one creature up to 5 HD.
Scare (Wiz2). one creature per 3 levels, up to a 6 HD creature.

Even if the will save suceeds, they are shaken. If you can somehow cast 2 in a round (A cleric and wizard team up, or a quickened version), then you can cause them to panic even with successful saves.

I think I must be reading the question wrong, because this seems like too obvious of an answer.