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Save - Res | Level | Comps | ||||||||||||||||||||
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Full Description | ||||||||||||||||||||||
Aid | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes (harmless) | Adp 2, Clr 2, Luck 2 | V, S, DF | ||||||||||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). |
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Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). |
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Animal Messenger | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
None; see text - Yes | Brd 2, Drd 2, Rgr 1 | V, S, M | ||||||||||||||||||||
1 day/level | Close | 6 hours | ||||||||||||||||||||
Target: One Tiny animal | ||||||||||||||||||||||
Sends a Tiny animal to a specific place. |
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example). |
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Animal Trance | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 2, Brd 2, Drd 2 | V, S | ||||||||||||||||||||
Concentration | Close | General | ||||||||||||||||||||
Targets: Animals or magical beasts with Intelligence 1 or 2 | ||||||||||||||||||||||
Fascinates 2d6 HD of animals. |
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Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. |
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Antipathy | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 hour | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Drd 9, Sor/Wiz 8 | V, S, M/DF | ||||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||||
Object or location affected by spell repels certain creatures. |
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You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy . |
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Bane | ||||||||||||||||||||||
Enchantment (Compulsion) [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 1 | V, S, DF | ||||||||||||||||||||
1 min./level | 50 ft. | General | ||||||||||||||||||||
Area: 50-ft.-radius burst, centered on you | ||||||||||||||||||||||
Enemies take –1 on attack rolls and saves against fear. |
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Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless . |
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Binding (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
See text (D) | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Materials: Opals worth 500 gp per HD of the target creature, plus other components as specified below | ||||||||||||||||||||||
Utilizes an array of techniques to imprison a creature. |
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A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal or dominate monster your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining : The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times. Slumber : This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect. Bound Slumber : This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect. Hedged Prison : The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast. Metamorphosis : The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment : The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal or a similar effect. |
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Bless | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes (harmless) | Adp 1, Clr 1, Community 1, Pal 1 | V, S, DF | ||||||||||||||||||||
1 min./level | 50 ft. | 30 minutes | ||||||||||||||||||||
Area: The caster and all allies within a 50-ft. burst, centered on the caster | ||||||||||||||||||||||
Allies gain +1 on attack rolls and saves against fear. |
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Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane . |
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Bless Water (M) | ||||||||||||||||||||||
Transmutation [Good] | 1 minute | PRPG-O | ||||||||||||||||||||
Will negates (object) - Yes (object) | Clr 1, Pal 1 | V, S, M | ||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||
Target: Flask of water touched | ||||||||||||||||||||||
Materials: 5 pounds of powdered silver worth 25 gp | ||||||||||||||||||||||
Makes holy water. |
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This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. |
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Calm Animals | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Animal 1, Drd 1, Rgr 1 | V, S | ||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||
Targets: Animals within 30 ft. of each other | ||||||||||||||||||||||
Calms 2d4 + level HD of animals. |
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This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. |
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Calm Emotions | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Charm 2, Clr 2 | V, S, DF | ||||||||||||||||||||
Concentration, up to 1 round/level (D) | Medium | General | ||||||||||||||||||||
Area: Creatures in a 20-ft.-radius spread | ||||||||||||||||||||||
Calms creatures, negating emotion effects. |
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This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless and rage and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confusedcondition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. |
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Cause Fear | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Adp 1, Brd 1, Clr 1, Death 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
1d4 rounds or 1 round; see text | Close | General | ||||||||||||||||||||
Target: One living creature with 5 or fewer HD | ||||||||||||||||||||||
One creature of 5 HD or less flees for 1d4 rounds. |
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The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear . |
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Charm Animal | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Drd 1, Rgr 1 | V, S | ||||||||||||||||||||
1 hour/level | Close | 1 hour | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
Makes one animal your friend. |
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This spell functions like charm person, except that it affects a creature of the animal type. |
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Charm Monster | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Charm 5, Sor/Wiz 4 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Makes monster believe it is your ally. |
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This spell functions like charm person, except that the effect is not restricted by creature type or size. |
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Mass Charm Monster | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 6, Sor/Wiz 8 | V | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As charm monster, but all within 30 ft. |
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This spell functions like charm person, except that the effect is not restricted by creature type or size. This spell functions like charm monster except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect. |
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Charm Person | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Charm 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
1 hour/level | Close | 1 hour | ||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||
Makes one person your friend. |
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This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. |
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Color Spray | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Sor/Wiz 1 | V, S, M | ||||||||||||||||||||
Instant; see text | 15 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Knocks unconscious, blinds, and/or stuns weak creatures. |
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A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less : The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD : The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD : The creature is stunned for 1 round. Sightless creatures are not affected by color spray . |
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Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 1, Clr 1 | V | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One subject obeys selected command for 1 round. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. |
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Greater Command | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 5, Nobility 5 | V | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As command, but affects one subject/level. |
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You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails. This spell functions like command except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command. |
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Confusion | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Madness 4, Sor/Wiz 4, Trickery 4 | V, S, M/DF | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Targets: All creatures in a 15-ft.-radius burst | ||||||||||||||||||||||
Subjects behave oddly for 1 round/level. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
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Lesser Confusion | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Madness 1 | V, S, DF | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One creature is confused for 1 round. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). This spell causes a single creature to become confused for 1 round. |
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Consecrate (M) | ||||||||||||||||||||||
Evocation [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Clr 2 | V, S, M, DF | ||||||||||||||||||||
2 hours/level | Close | 30 minutes | ||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||
Materials: A vial of holy water and 25 gp worth of silver dust | ||||||||||||||||||||||
Fills area with positive energy, weakening undead. |
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This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate . |
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Continual Flame (M) | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 3, Clr 3, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
Permanent | Touch | General | ||||||||||||||||||||
Effect: Magical, heatless flame | ||||||||||||||||||||||
Materials: Ruby dust worth 50 gp | ||||||||||||||||||||||
Makes a permanent, heatless light. |
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A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. |
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Crushing Despair | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 min./level | 30 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Subjects take –2 on attack rolls, damage rolls, saves, and checks. |
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An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope . |
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Dancing Lights | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Brd 0, Sor/Wiz 0 | V, S | ||||||||||||||||||||
1 minute (D) | Medium | General | ||||||||||||||||||||
Effect: Up to four lights, all within a 10-ft.-radius area | ||||||||||||||||||||||
Creates torches or other lights. |
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Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell. |
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Daylight | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 3, Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||
10 min./level (D) | Touch | 4 hours | ||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||
60-ft. radius of bright light. |
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You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. |
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Daze | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 0, Sor/Wiz 0 | V, S, M | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One humanoid creature of 4 HD or less | ||||||||||||||||||||||
Humanoid creature of 4 HD or less loses next action. |
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This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. |
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Daze Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round | Medium | General | ||||||||||||||||||||
Target: One living creature of 6 HD or less | ||||||||||||||||||||||
Living creature of 6 HD or less loses next action. |
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This spell functions like daze but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected. |
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Deep Slumber | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||
Area: One or more living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Puts 10 HD of creatures to sleep. |
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This spell functions like sleep except that it affects 10 HD of targets. |
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Demand | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Charm 8, Nobility 8, Sor/Wiz 8 | V, S, M/DF | ||||||||||||||||||||
1 round; see text | See text | 30 minutes | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
As sending, plus you can send suggestion. |
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This spell functions like sending but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand 's message to the creature must be 25 words or less, including the suggestion The creature can also give a short reply immediately. |
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Detect Thoughts | ||||||||||||||||||||||
Divination [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - No | Brd 2, Knowledge 2, Sor/Wiz 2 | V, S, F/DF | ||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||
Allows “listening” to surface thoughts. |
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You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round : Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting. 3rd Round : Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Dispel Evil | ||||||||||||||||||||||
Abjuration [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - See text | Clr 5, Good 5, Pal 4 | V, S, DF | ||||||||||||||||||||
1 round/level or until discharged, whichever comes first | Touch | General | ||||||||||||||||||||
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object | ||||||||||||||||||||||
+4 bonus against attacks by evil creatures. |
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Shimmering, white holy energy surrounds you. This energy has three effects. First, you gain a +4 deflection bonus to AC against attacks by evil creatures. Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil . Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. |
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Dominate Animal | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Animal 3, Drd 3 | V, S | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
One animal obeys your silent mental commands and orders. |
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This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. |
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Dominate Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Charm 9, Sor/Wiz 9 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
As dominate person, but any creature. |
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This spell functions like dominate person except that the spell is not restricted by creature type. |
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Dominate Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4, Sor/Wiz 5 | V, S | ||||||||||||||||||||
1 day/level | Close | 1 hour | ||||||||||||||||||||
Target: One humanoid | ||||||||||||||||||||||
Controls humanoid telepathically. |
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You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your orders or giving a dominated creature a new command is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it. |
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Doom | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 1 | V, S, DF | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One subject takes –2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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Dream | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] | 1 minute | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
See text | Unlimited | General | ||||||||||||||||||||
Target: One living creature touched | ||||||||||||||||||||||
Sends message to anyone sleeping. |
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You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don't sleep or don't dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance. |
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Enthrall | ||||||||||||||||||||||
Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 2, Clr 2, Nobility 2 | V, S | ||||||||||||||||||||
1 hour or less | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures | ||||||||||||||||||||||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Faerie Fire | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Drd 1 | V, S, DF | ||||||||||||||||||||
1 min./level (D) | Long | General | ||||||||||||||||||||
Area: Creatures and objects within a 5-ft.-radius burst | ||||||||||||||||||||||
Outlines subjects with light, canceling blur, concealment, and the like. |
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A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. |
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Fear | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 3, Sor/Wiz 4 | V, S, M | ||||||||||||||||||||
1 round/level or 1 round; see text | 30 ft. | General | ||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||
Subjects within cone flee for 1 round/level. |
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An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. |
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Feeblemind | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 5 | V, S, M | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||
Subject's Int and Cha drop to 1. |
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Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind . A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. |
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Flare | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Fortitude negates - Yes | Brd 0, Drd 0, Sor/Wiz 0 | V | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Effect: Burst of light | ||||||||||||||||||||||
Dazzles one creature (–1 penalty on attack rolls). |
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This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare . |
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Lesser Geas | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Sor/Wiz 4 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature with 7 HD or less | ||||||||||||||||||||||
Commands subject of 7 HD or less. |
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A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish . Dispel magic does not affect a lesser geas . |
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Geas/Quest | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 6, Charm 6, Clr 6, Nobility 6, Sor/Wiz 6 | V | ||||||||||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
As lesser geas, but affects any creature. |
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This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest . |
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Good Hope | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 3 | V, S | ||||||||||||||||||||
1 min./level | Medium | 30 minutes | ||||||||||||||||||||
Targets: One living creature/level, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Subjects gain +2 on attack rolls, damage rolls, saves, and checks. |
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This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair |
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Hallow (M) | ||||||||||||||||||||||
Evocation [Good] | 24 hours | PRPG-O | ||||||||||||||||||||
See text - See text | Clr 5, Drd 5 | V, S, M, DF | ||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||
Area: 40-ft. radius emanating from the touched point | ||||||||||||||||||||||
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area | ||||||||||||||||||||||
Designates location as holy. |
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Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site is warded by a magic circle against evileffect. Second, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell. Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you can fix a single spell effect to the hallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Spell effects that may be tied to a hallowed site include aid and zone of truth . Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow . |
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Heroism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 2, Charm 4, Sor/Wiz 3 | V, S | ||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
Gives +2 on attack rolls, saves, skill checks. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. |
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Greater Heroism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 5, Sor/Wiz 6 | V, S | ||||||||||||||||||||
1 min./level | Touch | 30 minutes | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. |
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This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. This spell functions like heroism except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). |
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Hideous Laughter | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||
Target: One creature; see text | ||||||||||||||||||||||
Subject loses actions for 1 round/level. |
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This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well. |
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Hold Animal | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Animal 2, Drd 2, Rgr 2 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One animal | ||||||||||||||||||||||
Paralyzes one animal for 1 round/level. |
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This spell functions like hold person except that it affects an animal instead of a humanoid. |
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Hold Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 4, Law 6, Sor/Wiz 5 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
As hold person, but any creature. |
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This spell functions like hold person except that it affects any living creature that fails its Will save. |
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Mass Hold Monster | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 9 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As hold monster, but all within 30 ft. |
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This spell functions like hold person except that it affects any living creature that fails its Will save. This spell functions like hold person except that it affects multiple creatures and holds any living creature that fails its Will save. |
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Hold Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 2, Clr 2, Sor/Wiz 3 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Mass Hold Person | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Sor/Wiz 7 | V, S, F/DF | ||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As hold person, but all within 30 ft. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. This spell functions like hold person except as noted above. |
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Holy Aura (F) | ||||||||||||||||||||||
Abjuration [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
See text - Yes (harmless) | Clr 8, Glory 8, Good 8 | V, S, F | ||||||||||||||||||||
1 round/level (D) | 20 ft. | General | ||||||||||||||||||||
Targets: One creature/level in a 20-ft.-radius burst centered on you | ||||||||||||||||||||||
Focus: A tiny reliquary worth 500 gp | ||||||||||||||||||||||
+4 to AC, +4 resistance, and SR 25 against evil spells. |
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A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC). |
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Holy Smite | ||||||||||||||||||||||
Evocation [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial; see text - Yes | Clr 4, Glory 4, Good 4 | V, S | ||||||||||||||||||||
Instant (1 round); see text | Medium | General | ||||||||||||||||||||
Area: 20-ft.-radius burst | ||||||||||||||||||||||
Harms and possibly blinds evil creatures (1d8 damage/2 levels). |
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You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect. The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save. |
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Holy Sword | ||||||||||||||||||||||
Evocation [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Glory 7, Pal 4 | V, S | ||||||||||||||||||||
1 round/level | Touch | General | ||||||||||||||||||||
Target: Melee weapon touched | ||||||||||||||||||||||
Weapon becomes +5, deals +2d6 damage against evil. |
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This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evileffect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supercede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack. |
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Holy Word | ||||||||||||||||||||||
Evocation [Good] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Clr 7, Good 7 | V | ||||||||||||||||||||
Instant | 40 ft. | General | ||||||||||||||||||||
Area: Nongood creatures in a 40-ft.-radius spread centered on you | ||||||||||||||||||||||
Kills, paralyzes, blinds, or deafens nongood subjects. |
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Any nongood creature within the area of a holy word spell suffers the following ill effects.
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. Deafened : The creature is deafened for 1d4 rounds. Save negates. Blinded : The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds. Paralyzed : The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round. Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25). Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by holy word. |
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Hypnotic Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Sor/Wiz 2 | S, M; see text | ||||||||||||||||||||
Concentration + 2 rounds | Medium | General | ||||||||||||||||||||
Effect: Colorful lights in a 10-ft.-radius spread | ||||||||||||||||||||||
Fascinates 2d4 + level HD of creatures. |
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A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component. |
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Hypnotism | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Sor/Wiz 1 | V, S | ||||||||||||||||||||
2d4 rounds (D) | Close | General | ||||||||||||||||||||
Area: Several living creatures, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Fascinates 2d4 HD of creatures. |
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Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. |
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Illusory Script (M) | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] | 1 minute per page | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 3, Sor/Wiz 3 | V, S, M | ||||||||||||||||||||
One day/level (D) | Touch | General | ||||||||||||||||||||
Target: One touched object weighing no more than 10 lbs. | ||||||||||||||||||||||
Materials: Lead-based ink worth 50 gp | ||||||||||||||||||||||
Only select creatures can read text. |
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You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. |
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Insanity | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Charm 7, Madness 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not removeinsanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. |
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Irresistible Dance | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 6, Sor/Wiz 8 | V | ||||||||||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
Forces subject to dance. |
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The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round. |
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Light | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 | V, M/DF | ||||||||||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||
Object shines like a torch. |
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This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. |
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Lullaby | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 0 | V, S | ||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | General | ||||||||||||||||||||
Area: Living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Makes subject drowsy; –5 on Perception checks, –2 on Will saves against sleep. |
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Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter. |
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Magic Circle against Evil | ||||||||||||||||||||||
Abjuration [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No; see text | Clr 3, Good 3, Pal 3, Sor/Wiz 3 | V, S, M/DF | ||||||||||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||||||||||
As protection from chaos, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil ), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle . The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. |
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Message | ||||||||||||||||||||||
Transmutation [Language-dependent] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - No | Brd 0, Sor/Wiz 0 | V, S, F | ||||||||||||||||||||
10 min./level | Medium | General | ||||||||||||||||||||
Targets: One creature/level | ||||||||||||||||||||||
Whisper conversation at distance. |
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You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. |
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Mind Fog | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
30 minutes and 2d6 rounds; see text | Medium | 6 hours | ||||||||||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||||||||||
Subjects in fog get –10 to Wis and Will checks. |
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Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. |
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Modify Memory | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round; see text | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4 | V, S | ||||||||||||||||||||
Permanent | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Changes 5 minutes of subject's memories. |
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You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost. A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse. |
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Nightmare | ||||||||||||||||||||||
Illusion (Phantasm) [Mind-affecting] [Evil] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 5, Madness 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
Instant | Unlimited | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Sends vision dealing 1d10 damage, fatigue. |
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You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil . If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.) Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell. |
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Phantasmal Killer | ||||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will disbelief, then Fortitude partial; see text - Yes | Madness 6, Sor/Wiz 4 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Fearsome illusion kills subject or deals 3d6 damage. |
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You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer . You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Power Word Blind | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Darkness 7, Sor/Wiz 7, War 7 | V | ||||||||||||||||||||
See text | Close | General | ||||||||||||||||||||
Target: One creature with 200 hp or less | ||||||||||||||||||||||
Blinds creature with 200 hp or less. |
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You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected.
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Power Word Kill | ||||||||||||||||||||||
Enchantment (Compulsion) [Death] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 9, War 9 | V | ||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||
Target: One living creature with 100 hp or less | ||||||||||||||||||||||
Kills one creature with 100 hp or less. |
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You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill . |
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Power Word Stun | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Sor/Wiz 8, War 8 | V | ||||||||||||||||||||
See text | Close | General | ||||||||||||||||||||
Target: One creature with 150 hp or less | ||||||||||||||||||||||
Stuns creature with 150 hp or less. |
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You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun .
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Prayer | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Clr 3, Community 3, Pal 3 | V, S, DF | ||||||||||||||||||||
1 round/level | 40 ft. | 5 minutes | ||||||||||||||||||||
Area: All allies and foes within a 40-ft.-radius burst centered on you | ||||||||||||||||||||||
Allies get +1 bonus on most rolls, enemies –1 penalty. |
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You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. |
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Protection from Evil | ||||||||||||||||||||||
Abjuration [Good] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates (harmless) - No; see text | Adp 1, Clr 1, Good 1, Pal 1, Sor/Wiz 1 | V, S, M/DF | ||||||||||||||||||||
1 min./level (D) | Touch | 5 minutes | ||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||
+2 to AC and saves, plus additional protection against selected alignment. |
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This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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Rage | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 2, Destruction 3, Madness 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, –2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. |
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Rainbow Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 4, Sor/Wiz 4 | V, S, M, F; see text | ||||||||||||||||||||
Concentration +1 round/level (D) | Medium | General | ||||||||||||||||||||
Effect: Colorful lights with a 20-ft.-radius spread | ||||||||||||||||||||||
Lights fascinate 24 HD of creatures. |
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A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected. The spell does not affect sightless creatures. |
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Scare | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will partial - Yes | Brd 2, Sor/Wiz 2 | V, S, M | ||||||||||||||||||||
1 round/level or 1 round; see text for cause fear | Medium | General | ||||||||||||||||||||
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
Panics creatures of less than 6 HD. |
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This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. |
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Scintillating Pattern | ||||||||||||||||||||||
Illusion (Pattern) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||||
Effect: Colorful lights in a 20-ft.-radius spread | ||||||||||||||||||||||
Twisting colors confuse, stun, or render unconscious. |
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A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD. 6 or less : Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confusedfor 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12 : Stunned for 1d4 rounds, then confusedfor an additional 1d4 rounds. 13 or more :Confusedfor 1d4 rounds. Sightless creatures are not affected by scintillating pattern . |
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Sleep | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 round | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Adp 1, Brd 1, Sor/Wiz 1 | V, S, M | ||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||
Area: One or more living creatures within a 10-ft.-radius burst | ||||||||||||||||||||||
Puts 4 HD of creatures into magical slumber. |
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A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. |
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Song of Discord | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] [Sonic] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5 | V, S | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Area: Creatures within a 20-ft.-radius spread | ||||||||||||||||||||||
Forces targets to attack each other. |
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This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. |
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Speak with Dead | ||||||||||||||||||||||
Necromancy [Language-dependent] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates; see text - No | Clr 3, Knowledge 3, Repose 3 | V, S, DF | ||||||||||||||||||||
1 min./level | 10 ft. | 30 minutes | ||||||||||||||||||||
Target: One dead creature | ||||||||||||||||||||||
Corpse answers one question/two levels. |
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You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature. |
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Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 2, Charm 3, Sor/Wiz 3 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Compels subject to follow stated course of action. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). |
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Mass Suggestion | ||||||||||||||||||||||
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 5, Sor/Wiz 6 | V, M | ||||||||||||||||||||
1 hour/level or until completed | Medium | 30 minutes | ||||||||||||||||||||
Targets: One creature/level, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As suggestion, affects subject/level. |
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You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. |
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Sunbeam | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex negates and Reflex half; see text - Yes | Drd 7, Sun 7 | V, S, DF | ||||||||||||||||||||
1 round/level or until all beams are exhausted | 60 ft. | General | ||||||||||||||||||||
Area: Line from your hand | ||||||||||||||||||||||
Beam blinds and deals 4d6 damage. |
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For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. |
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Sunburst | ||||||||||||||||||||||
Evocation [Light] | 1 standard action | PRPG-O | ||||||||||||||||||||
Reflex partial; see text - Yes | Drd 8, Sor/Wiz 8, Sun 8 | V, S, M/DF | ||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||
Area: 80-ft.-radius burst | ||||||||||||||||||||||
Blinds all within 10 ft., deals 6d6 damage. |
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Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area. |
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Symbol of Fear (M) | ||||||||||||||||||||||
Necromancy [Fear] [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 6, Sor/Wiz 6 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp | ||||||||||||||||||||||
Triggered rune panics nearby creatures. |
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This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Note : Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear . |
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Symbol of Insanity (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune renders nearby creatures insane. |
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This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity . |
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Symbol of Persuasion (M) | ||||||||||||||||||||||
Enchantment (Charm) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 6, Sor/Wiz 6 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune charms nearby creatures. |
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This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion . |
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Symbol of Sleep (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 5, Sor/Wiz 5 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp | ||||||||||||||||||||||
Triggered rune puts nearby creatures into catatonic slumber. |
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This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Note : Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep . |
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Symbol of Stunning (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 10 minutes | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp | ||||||||||||||||||||||
Triggered rune stuns nearby creatures. |
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This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Note : Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning . |
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Sympathy (M) | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 hour | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Drd 9, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||||||||||
Materials: A drop of honey and crushed pearls worth 1,500 gp | ||||||||||||||||||||||
Object or location attracts certain creatures. |
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You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 × 10 minutes later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy . |
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Touch of Idiocy | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 2, Sor/Wiz 2 | V, S | ||||||||||||||||||||
10 min./level | Touch | General | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
Subject takes 1d6 penalty to Int, Wis, and Cha. |
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With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. |
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Weird | ||||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will disbelief, then Fortitude partial; see text - Yes | Madness 9, Sor/Wiz 9 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage. |
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Zone of Truth | ||||||||||||||||||||||
Enchantment (Compulsion) [Mind-affecting] | 1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Clr 2, Pal 2 | V, S, DF | ||||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||||
Area: 20-ft.-radius emanation | ||||||||||||||||||||||
Subjects within range cannot lie. |
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Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. |