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Description |
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Dur | Range | Recharge |
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Expensive Focus | ||
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Full Description | ||
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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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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Full Description | ||
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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Full Description | ||
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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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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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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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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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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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. |