Deities: Dark Six (Pantheon) (NE), Sovereign Host (pantheon) (NG), The Fury (NE), The Traveler (CN), Trithereon (CG)
Name: Liberation
Granted Power: If you are affected by a charm, compulsion or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw. This granted power is considered a supernatural ability.
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Omen of Peril (F) | ||
RoD | ||
Arc 1, Clr 1, Destiny 1, Drd 1, Liberation 1 | ||
6 hours | ||
You know how dangerous the future will be. |
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Undetectable Alignment | ||
Abjuration | 1 standard action | SRD |
Will negates (object) - Yes (object) | Arc 2, Asn 2, Beguiler 1, Brd 1, Clr 2, HB 1, KotC 2, Liberation 2, Pal 2, Vassal of Bahamut 2 | V, S |
1 day | Close | 24 hours |
Target: One creature or object | ||
Conceals alignment for 24 hours. |
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An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. |
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Rage | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
None - Yes | Brd 2, HB 2, Liberation 3, Madness 3, Sin-W 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 barbarians rage except that the subjects aren't fatigued at the end of the rage. |
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Freedom of Movement | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 | V, S, M, DF |
10 min./level | Personal or touch | 1 hour |
Target: You or creature touched | ||
Subject moves normally despite impediments. |
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This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. |
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Break Enchantment | ||
Abjuration | 1 minute | SRD |
See text - No | Adp 5, APeace 5, Arc 5, Beguiler 5, Brd 4, ChamGwyn 4, Clr 5, EmBarachiel 4, HB 4, Hlr 5, Liberation 5, Luck 5, Pal 4, Sor/Wiz 5, Spell 5 | V, S |
Instant | Close | 1 hour |
Targets: Up to one creature per level, all within 30 ft. of each other | ||
Frees subjects from enchantments, alterations, curses, and petrification. |
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This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the items effects. |
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Greater Dispel Magic | ||
Abjuration | 1 standard action | SRD |
None - No | APeace 6, Arc 6, Beguiler 6, Blg 6, Brd 5, Clr 6, Drd 6, Drow 6, Liberation 6, Shu 6, Sor/Wiz 6, Wuj 6 | V, S |
Instant | Medium | General |
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst | ||
As dispel magic, but +20 on check. |
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This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. |
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Refuge (M) | ||
Conjuration (Teleportation) | 1 standard action | SRD |
None - No | APeace 7, Arc 7, Clr 7, Commerce 7, Community 7, Family 7, Liberation 7, Sin-L 7, Sor/Wiz 9 | V, S, M |
Permanent until discharged | Touch | General |
Target: Object touched | ||
Materials: The specially prepared object, whose construction requires gems worth 1,500 gp. | ||
Alters item to transport its possessor to you. |
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You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the characters heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported. |
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Mind Blank | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 | V, S |
1 day | Close | 12 hours |
Target: One creature | ||
Subject is immune to mental/emotional magic and scrying. |
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The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. |
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Unbinding | ||
Complete Divine | ||
Liberation 9, Sor/Wiz 9 | ||
General | ||
Frees everyone in range from spells that constrain or bind. |