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 | ||
Battle Hymn | ||
SPC | ||
Brd 2, Sor/Wiz 4 | ||
General | ||
Allies can reroll one Will save/round. |
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Charm Animal | ||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Arc 1, BVal 1, 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.
This charm makes an animal creature regard you as its trusted friend and ally (treat the targets 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 animal 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 wouldnt 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 animal's language to communicate your commands, or else be good at pantomiming. |
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Charm Monster | ||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 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. This charm makes a creature regard you as its trusted friend and ally (treat the targets 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 creature 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 creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. |
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Mass Charm Monster | ||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 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 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 choose a creature with too many HD. This charm makes a creature regard you as its trusted friend and ally (treat the targets 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 creature 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 wouldnt 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 creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming. |
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Charm Person | ||
Enchantment (Charm) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Beguiler 1, Brd 1, Charm 1, EmBarachiel 1, Fey 2, HB 1, MH 1, Renewal 1, Sin-L 1, Sor/Wiz 1, Wuj 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 targets 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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Mass Charm Person | ||
RoD | ||
Brd 4, Sor/Wiz 5 | ||
6 hours | ||
As charm person, but all within 30 feet. |
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Enthrall | ||
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] | 1 round | SRD |
Will negates; see text - Yes | APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 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 spellbound. 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 creature 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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Price of Loyalty | ||
PGtE | ||
Sor/Wiz 2 | ||
General | ||
Identical to charm person except subject does not know a spell was cast. |
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Proud Arrogance | ||
RoD | ||
Brd 2, Sor/Wiz 2 | ||
5 minutes | ||
Targets gain +4 bonus on saves against charm, compulsion, and fear. |
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Rapture of the Deep | ||
Stormwrack | ||
Brd 6 | ||
12 hours | ||
Target becomes comatose. |
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Stay the Hand | ||
PHBII | ||
Arc 2, Beguiler 2, Brd 1, Clr 2, Sor/Wiz 2 | ||
General | ||
Change subject creature's attitude to helpful for 1 round. |
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Symbol of Persuasion (M) | ||
Enchantment (Charm) [Mind-Affecting] | 10 minutes | SRD |
Will negates - Yes | APeace 6, Arc 6, Clr 6, Sin-L 6, Sor/Wiz 6, Wuj 6 | V, S, M |
See text | 0 ft.; see text | General |
Effect: One symbol | ||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. | ||
Triggered rune acts as charm monster on nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of persuasion charms as charm monster one or more creatures within 60 feet of the symbol (treat as a burst). The charm last for 1 hour per level. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of persuasion is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of persuasion is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of persuasion must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of persuasion ineffective, unless a creature removes the covering, in which case the symbol of persuasion works normally. As a default, a symbol of persuasion is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of persuasion can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of persuasions triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of persuasion to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of persuasion offensively; for instance, a touch-triggered symbol of persuasion remains untriggered if an item bearing the symbol of persuasion is used to touch a creature. Likewise, a symbol of persuasion cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of persuasion can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of persuasion, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of persuasion, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of persuasion cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of persuasion, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of persuasion with a DC 19 Spellcraft check. Of course, if the symbol of persuasion is set to be triggered by reading it, this will trigger the symbol. A symbol of persuasion can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of persuasion. Destruction of the surface where a symbol of persuasion is inscribed destroys the symbol but also triggers it. Symbol of persuasion can be made permanent with a permanency spell. A permanent symbol of persuasion that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search 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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Train Animal | ||
Complete Adventurer | ||
Arc 2, Drd 2, Rgr 2 | ||
1 hour | ||
Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. |
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Verraketh's Shadow Crown | ||
RoF | ||
Brd 3 | ||
General | ||
Your bardic music effects tap the Shadow Weave, granting +4 competence bonus to Perform. |