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 | ||||||||||||||
Aid | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes (harmless) | Adp 2, APeace 2, Arc 2, Clr 2, Courage 2, Good 2, KotC 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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Mass Aid | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Clr 3 | ||||||||||||||
5 minutes | ||||||||||||||
Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15). |
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Anathema (F) | ||||||||||||||
CR | ||||||||||||||
Arc 9, Asn 3, Clr 9, Drd 9, Rgr 3 | ||||||||||||||
6 hours | ||||||||||||||
Break the divine link between your god and lower-ranked members of your faith. |
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Animal Messenger | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None; see text - Yes | Arc 1, Brd 2, Drd 2, EmBarachiel 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 some 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 or she doesn't know, for example). |
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Animal Trance | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Sonic] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Adp 2, Arc 2, Brd 2, Drd 2, Scalykind 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. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not. |
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Antipathy | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD | ||||||||||||
Will partial - Yes | Arc 6, Blg 6, Blg 9, Drd 9, Elf 9, Hatred 8, Mental 7, Shu 9, Sin-A 9, Sor/Wiz 8, Wealth 9, Wuj 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 overpowering 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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Awaken Sin | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||||||
General | ||||||||||||||
Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max). |
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Bane | ||||||||||||||
Enchantment (Compulsion) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Arc 1, Blg 1, Clr 1, Dem 1, Suffering 1 | V, S, DF | ||||||||||||
1 min./level | 50 ft. | General | ||||||||||||
Area: All enemies within 50 ft. | ||||||||||||||
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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Beastland Ferocity | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Brd 1, Drd 1 | ||||||||||||||
30 minutes | ||||||||||||||
Subject fights without penalty while disabled or dying. |
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Bewildering Mischance | ||||||||||||||
CC | ||||||||||||||
Adp 5, Clr 5, Shu 5 | ||||||||||||||
General | ||||||||||||||
Target must take the lower of two rolls for each save, attack roll, and skill check. |
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Binding (M) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 minute | SRD | ||||||||||||
Will negates; see text - Yes | Arc 8, Shu 8, Sor/Wiz 8 | V, S, M | ||||||||||||
See text (D) | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
Materials: Opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. | ||||||||||||||
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 one-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, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-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 are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. 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 succeeds on this save, all the 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 one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1. Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. 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 even 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 due to dismissal, banishment, or a similar effect. Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. |
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Bless | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes (harmless) | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Community 1, Exalted Arcanist 1, Family 1, Pal 1, Shu 1, Vassal of Bahamut 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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Calm Animals | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Animal 1, Arc 1, BVal 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 Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. 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 | SRD | ||||||||||||
Will negates - Yes | APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 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, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell 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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Celebration | ||||||||||||||
SPC | ||||||||||||||
Brd 4 | ||||||||||||||
General | ||||||||||||||
Intoxicate Subjects. |
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Chaav's Laugh | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 5, Clr 5, Joy 5 | ||||||||||||||
General | ||||||||||||||
Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear. |
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Chain of Chaos | ||||||||||||||
DotF | ||||||||||||||
Arc 8, Clr 8 | ||||||||||||||
General | ||||||||||||||
Creates plague of insanity passed by touch. |
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Coma | ||||||||||||||
BoEM | ||||||||||||||
Arc 6, Clr 6, Sor/Wiz 6 | ||||||||||||||
6 hours | ||||||||||||||
You put a living creature in a coma. |
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Command | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Language-Dependent] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Adp 1, APeace 1, Arc 1, Clr 1, Domination 1, Pact 1, Tyranny 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) [Mind-Affecting] [Language-Dependent] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | APeace 5, Arc 5, Clr 5, Domination 5, Herald 5, Nobility 5, Passion 5, Tyranny 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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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 creatures 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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Confound | ||||||||||||||
CC | ||||||||||||||
Clr 4 | ||||||||||||||
General | ||||||||||||||
Gain a on attack rolls against subject and impose a penalty on its attack rolls against you |
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Confusion | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 | V, S, M/DF | ||||||||||||
1 round/level | Medium | General | ||||||||||||
Targets: All creatures in a 15-ft. radius burst | ||||||||||||||
For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%. |
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This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject 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 | SRD | ||||||||||||
Will negates - Yes | Brd 1, Madness 1, Mental 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 the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject 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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Control Elemental | ||||||||||||||
MoE | ||||||||||||||
Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Gain control of an elemental creature |
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Crisis of Confidence | ||||||||||||||
HoB | ||||||||||||||
Brd 3, HB 2 | ||||||||||||||
General | ||||||||||||||
Target loses commander rating, aura; can't add Cha to rally checks. |
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Crown of Despair | ||||||||||||||
Dragon 331 | ||||||||||||||
Sor/Wiz 7 | ||||||||||||||
General | ||||||||||||||
All creatures that see you must save or be paralyzed. |
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Crown of Glory 2 | ||||||||||||||
SPC | ||||||||||||||
Glory 8 | ||||||||||||||
30 minutes | ||||||||||||||
You gain +4 Charisma and inspire your allies. |
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Crushing Despair | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 4, Brd 3, Passion 4, Sin-E 5, Sor/Wiz 4, Wuj 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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Daze | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 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 enchantment 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. |
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Daze Monster | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 2, 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 enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. |
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Deep Slumber | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Asn 3, Beguiler 3, Brd 3, Dream 3, EmBarachiel 3, HB 3, Sin-S 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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A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice 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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Demand | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||
Will partial - Yes | Beguiler 8, Charm 8, Diabolic 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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You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the demand does not arrive. (Local conditions on other planes may worsen this chance considerably.) You influence the actions of the target creature by demanding a course of activity (limited to the length of the short message). The demand 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. A very reasonable suggestion causes the save to be made with a penalty (such as 1 or 2). A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subjects 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. |
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Desert Binding (M) | ||||||||||||||
Sandstorm | ||||||||||||||
Sand 8, Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
Imprisons creature as sand in an hourglass or wind in the waste. |
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Dirge of Discord | ||||||||||||||
SPC | ||||||||||||||
Brd 3 | ||||||||||||||
General | ||||||||||||||
Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity. |
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Disquietude | ||||||||||||||
SPC | ||||||||||||||
Brd 2 | ||||||||||||||
General | ||||||||||||||
Target avoids physical contact with others. |
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Distract | ||||||||||||||
SPC | ||||||||||||||
Brd 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Distracts targets with the zest for life. |
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Distract Assailant | ||||||||||||||
SPC | ||||||||||||||
Asn 1, HB 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Swift. One creature is flat-footed* for 1 round. |
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Divine Protection | ||||||||||||||
SPC | ||||||||||||||
Arc 2, Clr 2, Pal 2 | ||||||||||||||
30 minutes | ||||||||||||||
Allies gain a +1 morale bonus to their Armor Class and on saving throws. |
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Dolorous Motes | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Brd 4, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures. |
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Dominate Animal | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Animal 3, Arc 3, Drd 3 | V, S | ||||||||||||
1 round/level | Close | General | ||||||||||||
Target: One animal | ||||||||||||||
Subject animal obeys silent mental commands. |
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You can enchant an 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 Living Construct | ||||||||||||||
RE | ||||||||||||||
Artificer 5 | ||||||||||||||
General | ||||||||||||||
As dominate person, but affecting a living construct. |
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Dominate Monster | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Beguiler 9, Charm 9, Dragon 9, Passion 9, Sor/Wiz 9, Tyranny 9, Wuj 9 | V, S | ||||||||||||
1 day/level | Close | 1 hour | ||||||||||||
Target: One creature | ||||||||||||||
As dominate person, but any creature. |
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You can control the actions of any creature through a telepathic link that you establish with the subjects 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 instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it 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 neither prevents the establishment of domination nor dispels it. |
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Dominate Person | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Beguiler 5, Brd 4, Domination 4, HB 4, Sor/Wiz 5, Wuj 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 subjects 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 subjects behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it 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 subjects 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 neither prevents the establishment of domination nor dispels it. |
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Drums of War (F) | ||||||||||||||
HoB | ||||||||||||||
Brd 4 | ||||||||||||||
General | ||||||||||||||
Enemies take -2 penalty on attacks and saves. |
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End to Strife | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
APeace 9, Arc 9, Clr 9 | ||||||||||||||
General | ||||||||||||||
Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6). |
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Enrage Animal | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||||||
General | ||||||||||||||
Animal rages like barbarian, not fatigued. |
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Enrage Animals | ||||||||||||||
CR | ||||||||||||||
Arc 1, Drd 1, Rgr 1 | ||||||||||||||
30 minutes | ||||||||||||||
Exaction | ||||||||||||||
Dragon 336 | ||||||||||||||
Sor/Wiz 7 | ||||||||||||||
General | ||||||||||||||
Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding. |
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Faerinaal's Hymn | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Brd 2 | ||||||||||||||
General | ||||||||||||||
Up to one creature/level cannot take attacks of opportunity. |
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Feeblemind | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Arc 5, Beguiler 5, Corruption 5, Shu 5, Sor/Wiz 5, Wuj 5 | V, S, M | ||||||||||||
Instant | Medium | General | ||||||||||||
Target: One creature | ||||||||||||||
Subjects Int and Cha drop to 1. |
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If the target creature fails a Will saving throw, its 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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Focusing Chant | ||||||||||||||
SPC | ||||||||||||||
Brd 1 | ||||||||||||||
General | ||||||||||||||
Improves concentration; +1 on attack rolls or selected checks. |
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Follow the Leader (F) | ||||||||||||||
Song and Silence | ||||||||||||||
Brd 4 | ||||||||||||||
General | ||||||||||||||
Causes 1 HD/level of creatures to follow. |
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Force Blow (F) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 immediate action | ATB | ||||||||||||
Will negates - No | Brd 0 | V, F | ||||||||||||
1 round/level | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
Focus: One diamond worth at least 50 gp. Usually on a ring. | ||||||||||||||
This spell description has been self-censored. |
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This spell description has been self-censored. For each 50 gp the ring is worth, the will save has a -1 penalty added to it. |
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Lesser Geas | ||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Brd 3, EmBarachiel 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 Hit Dice 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 one 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) [Mind-Affecting] [Language-Dependent] | 10 minutes | SRD | ||||||||||||
None - Yes | APeace 6, Arc 6, Brd 6, Charm 6, Clr 6, Domination 6, Fate 6, Inquisition 6, Nobility 6, Sor/Wiz 6, Tyranny 6, Wuj 6 | V | ||||||||||||
1 day/level or until discharged (D) | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
As geas, lesser, plus it affects any creature. |
||||||||||||||
A geas/quest 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 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 one day per caster level. A clever recipient can subvert some instructions: If the subject is prevented from obeying the geas/quest for 24 hours, it takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume 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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Glimpse of Eternity | ||||||||||||||
MoE | ||||||||||||||
Brd 5, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Target takes 1d6 nonlethal damage/level and is confused. |
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Good Hope | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Brd 3, Charm 4, EmBarachiel 3, Joy 4, Moon 4, Wuj 4 | 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. |
||||||||||||||
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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Guilt | ||||||||||||||
BoEM | ||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself. |
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Harmonic Chorus | ||||||||||||||
SPC | ||||||||||||||
Brd 2 | ||||||||||||||
General | ||||||||||||||
Give another caster +2 caster levels and +2 on save DCs as long as you concentrate. |
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Haunting Tune | ||||||||||||||
SPC | ||||||||||||||
Brd 3 | ||||||||||||||
1 hour | ||||||||||||||
1 target/level becomes shaken. |
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Heart's Ease | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 3, BVal 3, Clr 3, Pleasure 3 | ||||||||||||||
General | ||||||||||||||
Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage. |
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Herald's Call | ||||||||||||||
SPC | ||||||||||||||
Brd 1, Hrp 1 | ||||||||||||||
General | ||||||||||||||
Shout slows those within 20 ft. |
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Heroism | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 | V, S | ||||||||||||
10 min./level | Touch | 1 hour | ||||||||||||
Target: Creature touched | ||||||||||||||
Gives +2 on attack rolls, saves, skill checks. |
||||||||||||||
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 | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | Brd 5, Courage 7, Joy 6, Passion 6, Sin-P 7, 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 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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Hesitate | ||||||||||||||
PHBII | ||||||||||||||
Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Force subject to lose actions. |
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Hideous Laughter | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Brd 1, HB 1, Passion 2, 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. 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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Hiss of Sleep | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 7 | ||||||||||||||
General | ||||||||||||||
You induce comatose slumber in targets. |
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Hold Animal | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Animal 2, Arc 2, BVal 2, Drd 2, Rgr 2 | V, S | ||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||
Target: One animal | ||||||||||||||
Paralyzes one animal 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 cant swim and may drown. |
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Hold Monster | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Beguiler 5, Bestial 6, Brd 4, Duskblade 5, EmBarachiel 4, Law 6, Sor/Wiz 5, Wuj 5 | V, S, M/DF | ||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||
Target: One living creature | ||||||||||||||
As hold person, but any creature. |
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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 Monster | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Beguiler 9, Sor/Wiz 9 | V, S, M/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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The subjects become paralyzed and freezes in place. They're aware and breathe normally but cannot take any action, even speech. Each round on their turn, each 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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Hold Person | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 | 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 | SRD | ||||||||||||
Will negates; see text - Yes | Beguiler 7, 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 subjects become paralyzed and freeze in place. They are aware and breathe 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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Hypnotism | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Arc 1, Beguiler 1, Brd 1, EmBarachiel 1, Shu 1, Sin-P 1, Sor/Wiz 1, Wuj 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. |
||||||||||||||
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 Hit Dice 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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Incite | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||
5 minutes | ||||||||||||||
Subject can't ready actions or delay. |
||||||||||||||
Inevitable Defeat | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 3, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Subject takes 3d6 nonlethal damage/round. |
||||||||||||||
Inhibit | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Subject delays until next round. |
||||||||||||||
Inquisition | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Sanctified 5 | ||||||||||||||
General | ||||||||||||||
Compels target to divuldge information truthfully. |
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Insanity | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 | V, S | ||||||||||||
Instant | Medium | General | ||||||||||||
Target: One living creature | ||||||||||||||
Subject suffers continuous confusion. |
||||||||||||||
The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature. |
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Insidious Rhythm | ||||||||||||||
SPC | ||||||||||||||
Brd 1 | ||||||||||||||
30 minutes | ||||||||||||||
Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting. |
||||||||||||||
Insidious Suggestion | ||||||||||||||
RE | ||||||||||||||
Brd 4, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Suggestion repeats over and over in creature's mind. |
||||||||||||||
Insignia of Blessing | ||||||||||||||
RoD | ||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||
5 minutes | ||||||||||||||
Bearers of special insignia gain +1 bonus on attack rolls and saves against fear. |
||||||||||||||
Inspirational Boost | ||||||||||||||
SPC | ||||||||||||||
Brd 1 | ||||||||||||||
General | ||||||||||||||
Swift. The bonuses granted by your inspire courage ability increase by 1 |
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Inspired Aim | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 3, Brd 4, Clr 3, Fey 3, Rgr 3 | ||||||||||||||
General | ||||||||||||||
Allies within 40 ft. gain +2 insight bonus on ranged attack rolls. |
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Irresistible Dance | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Brd 6, Gnome 8, Joy 9, Passion 8, Sor/Wiz 8 | V | ||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||
Target: Living creature touched | ||||||||||||||
Forces subject to dance. |
||||||||||||||
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. |
||||||||||||||
Jig of the Waves | ||||||||||||||
Stormwrack | ||||||||||||||
Brd 2 | ||||||||||||||
General | ||||||||||||||
Force creatures to dance a jig which causes penalties and forces random movement. |
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Lastai's Caress | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 2, Clr 2, Pleasure 2 | ||||||||||||||
General | ||||||||||||||
Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken. |
||||||||||||||
Love's Lament | ||||||||||||||
SPC | ||||||||||||||
Brd 3 | ||||||||||||||
General | ||||||||||||||
Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds. |
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Lullaby | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
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 Spot and Listen checks, 2 on Will saves against sleep. |
||||||||||||||
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot 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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Maddening Scream | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V | ||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||
Target: Living creature touched | ||||||||||||||
Subject has -4 AC, no shield, Reflex save on 20 only. |
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This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed* each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield. |
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Maddening Whispers | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
You induce confusion and madness in targets. |
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Mechanus Mind | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
30 minutes | ||||||||||||||
Reformat subject's mind to be coldly calculating. |
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Mesmerizing Glare | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Your gaze fascinates creatures. |
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Mind Fog | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 5, Brd 5, Mental 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 competence 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 four 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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Mindburn | ||||||||||||||
MoE | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Target loses a spell or infusion each round. |
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Mindless Rage | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Incite a rage in an opponent that drives them to attacking you by melee only. |
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Miser's Envy | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Subject jealously covets nearby object. |
||||||||||||||
Modify Memory | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round; see text | SRD | ||||||||||||
Will negates - Yes | Asn 4, Brd 4, Mental 4 | V, S | ||||||||||||
Permanent | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
Changes 5 minutes of subjects memories. |
||||||||||||||
You reach into the subjects mind and modify as many as 5 minutes of its memories in one of the following ways. Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells. Allow the subject to recall with perfect clarity an event it actually experienced. Change the details of an event the subject actually experienced. Implant a memory of an event the subject never experienced. 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 time 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 spells range during this time, the spell is lost. A modified memory does not necessarily affect the subjects actions, particularly if it contradicts the creatures natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. |
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Monstrous Thrall | ||||||||||||||
SPC | ||||||||||||||
Domination 9 | ||||||||||||||
General | ||||||||||||||
As true domination, but nearly permanent and affects any creature. |
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Nightmare Lullaby | ||||||||||||||
Magic of Faerun | ||||||||||||||
Brd 2 | ||||||||||||||
General | ||||||||||||||
Target is confused as long as you concentrate +2 rounds. |
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Power Word Blind | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Arc 8, Beguiler 7, Darkness 8, Shu 8, Slime 8, Sor/Wiz 7, War 7, Wuj 7 | V | ||||||||||||
See text | Close | General | ||||||||||||
Target: One creature with 200 hp or less | ||||||||||||||
Blinds creature with 200 hp or less. |
||||||||||||||
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. Hit Points, Duration 50 or less, Permanent 51-100, 1d4+1 minutes 101-200, 1d4+1 rounds |
||||||||||||||
Power Word Deafen | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Deafens one creature with 100 hp or less. |
||||||||||||||
Power Word Disable | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Reduces living creature with 50 hp or less to 0 hp. |
||||||||||||||
Power Word Distract | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Makes one creature with 150 hp or less flat-footed*. |
||||||||||||||
Power Word Fatigue | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Makes one creature with 100 hp or less fatigued. |
||||||||||||||
Power Word Kill | ||||||||||||||
Enchantment (Compulsion) [Death] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Beguiler 9, Darkness 9, Orc 9, Sor/Wiz 9, War 9, Wuj 9 | V | ||||||||||||
Instant | Close | General | ||||||||||||
Target: One living creature with 100 hp or less | ||||||||||||||
Kills one creature with 100 hp or less. |
||||||||||||||
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. |
||||||||||||||
Power Word Maladroit | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Deals 2 points Dex damage to one creature with 75 hp or less. |
||||||||||||||
Power Word Nauseate | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Makes one creature with 150 hp or less nauseated. |
||||||||||||||
Power Word Pain | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Deal 1d6 points of damage per round to one creature with 100 hp or less. |
||||||||||||||
Power Word Petrify | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
Power Word Sicken | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Sickens one creature with 100 hp or less. |
||||||||||||||
Power Word Stun | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Beguiler 8, Dream 8, Sor/Wiz 8, War 8, Wuj 8 | V | ||||||||||||
See text | Close | General | ||||||||||||
Target: One creature with 150 hp or less | ||||||||||||||
Stuns creature with 150 hp or less. |
||||||||||||||
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 targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. Hit Points, Duration 50 or less, 4d4 rounds 51-100, 2d4 rounds 101-150, 1d4 rounds |
||||||||||||||
Power Word Weaken | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Deals 2 points Str damage to one creature with 75 hp or less. |
||||||||||||||
Prayer | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | APeace 3, Arc 3, ChamGwyn 3, Clr 3, Community 3, Competition 3, KotC 3, Orc 3, Pal 3, Shu 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 +1 bonus on most rolls, enemies -1 penalty. |
||||||||||||||
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your 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. |
||||||||||||||
Programmed Amnesia (M) | ||||||||||||||
Complete Arcane | ||||||||||||||
Sor/Wiz 9 | ||||||||||||||
General | ||||||||||||||
You can selectively destroy, alter, or implant memories in the target creature as you see fit. |
||||||||||||||
Puppeteer | ||||||||||||||
Magic of Faerun | ||||||||||||||
Brd 3 | ||||||||||||||
General | ||||||||||||||
Target mimics your actions |
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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. |
||||||||||||||
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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Ray of Dizziness | ||||||||||||||
DA5 | ||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Dizzying ray staggers enemy. |
||||||||||||||
Ray of Hope | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
APeace 1, Arc 1, Brd 1, Clr 1, EmBarachiel 1 | ||||||||||||||
General | ||||||||||||||
Subject gains +2 bonus on attacks, saves, and checks. |
||||||||||||||
Ray of Stupidity | ||||||||||||||
DA5 | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
30 minutes | ||||||||||||||
Ray reduces Int by 1d6 points +1 point/two levels. |
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Rebuke | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Final Rebuke | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 7 | ||||||||||||||
General | ||||||||||||||
As rebuke except the target must save or die. |
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Greater Rebuke | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Remorseless Charm (M) | ||||||||||||||
CR | ||||||||||||||
Arc 6, Brd 5, Clr 6, Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Suppress the target's alignment. |
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Resistible Dance | ||||||||||||||
Song and Silence | ||||||||||||||
Brd 5 | ||||||||||||||
General | ||||||||||||||
Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks. |
||||||||||||||
Righteous Wrath of the Faithful | ||||||||||||||
Complete Divine | ||||||||||||||
Arc 7, Clr 7, Purification 7 | ||||||||||||||
General | ||||||||||||||
Your allies get bonuses, especially if they worship your deity. |
||||||||||||||
Rouse | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 1, Duskblade 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Awakens creatures in area. |
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Scyllan Scream | ||||||||||||||
Dragon 334 | ||||||||||||||
Brd 5 | ||||||||||||||
General | ||||||||||||||
Scream panics or shakes those who hear it. |
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Sign | ||||||||||||||
Miniatures | ||||||||||||||
Arc 1, Clr 1 | ||||||||||||||
5 minutes | ||||||||||||||
Your initiative check result improves, and you know enemies' initiative check results. |
||||||||||||||
Siren's Call | ||||||||||||||
Stormwrack | ||||||||||||||
Brd 3, Seafolk 4, Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Compel one creature/2 levels to submerse itself. |
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Sleep | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD | ||||||||||||
Will negates - Yes | Adp 1, Arc 1, Asn 1, Beguiler 1, Brd 1, Dream 1, EmBarachiel 1, HB 1, MH 1, Shu 1, Sor/Wiz 1, Wmg 1, Wuj 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. |
||||||||||||||
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice 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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Sleep Mote | ||||||||||||||
Sandstorm | ||||||||||||||
Arc 5, Drd 5, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Dust devil of magic sand puts foes to sleep. |
||||||||||||||
Greater Sleep | ||||||||||||||
BoEM | ||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||
30 minutes | ||||||||||||||
As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected. |
||||||||||||||
Snowsong | ||||||||||||||
Frostburn | ||||||||||||||
Brd 6 | ||||||||||||||
General | ||||||||||||||
Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters. |
||||||||||||||
Song of Discord | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] [Sonic] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Brd 5, Hatred 4, Passion 7, Sin-W 6 | V, S | ||||||||||||
1 round/level | Medium | General | ||||||||||||
Area: Creatures within a 20-ft.-radius spread | ||||||||||||||
Forces targets to attack each other. |
||||||||||||||
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 creatures 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. |
||||||||||||||
Spread of Contentment | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 8, Clr 8, Pleasure 8 | ||||||||||||||
6 hours | ||||||||||||||
Calms hostile creatures within 10-ft./level radius. |
||||||||||||||
Sting Ray | ||||||||||||||
DA5 | ||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Ray staggers enemies and disrupts spellcasters. |
||||||||||||||
Suggestion | ||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 3, Brd 2, Charm 3, Domination 3, Drow 3, EmBarachiel 2, HB 2, MH 3, Sor/Wiz 3, Wuj 3 | V, M | ||||||||||||
1 hour/level or until completed | Close | 30 minutes | ||||||||||||
Target: One living creature | ||||||||||||||
Compels subject to follow stated course of action. |
||||||||||||||
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). |
||||||||||||||
Mass Suggestion | ||||||||||||||
Enchantment (Compulsion) [Language-Dependent] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 6, Brd 5, Domination 7, Dragon 8, Sor/Wiz 6, Wuj 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, plus one subject/level. |
||||||||||||||
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. |
||||||||||||||
Suppress Breath Weapon | ||||||||||||||
Draconomicon | ||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Subject can't use its breath weapon. |
||||||||||||||
Sword of Conscience | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 4, ChamGwyn 4, Clr 4, Exalted Arcanist 4, Pal 4, Slayer of Domiel 4 | ||||||||||||||
General | ||||||||||||||
Evil creature confesses crimes, takes Wisdom damage. |
||||||||||||||
Symbol of Insanity (M) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||
Will negates - Yes | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | 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. | ||||||||||||||
Triggered rune renders nearby creatures insane. |
||||||||||||||
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of insanity causes insanity on one or more creatures within 60 feet of the symbol (treat as a burst) . 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 insanity 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 insanity is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of insanity must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of insanity ineffective, unless a creature removes the covering, in which case the symbol of insanity works normally. As a default, a symbol of insanity 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 insanity cant 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 insanitys 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 insanity to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of insanity offensively; for instance, a touch-triggered symbol of insanity remains untriggered if an item bearing the symbol of insanity is used to touch a creature. Likewise, a symbol of insanity 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 insanity 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 insanity, 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 runes 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 insanity, 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 insanity 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 insanity, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of insanity with a DC 19 Spellcraft check. Of course, if the symbol of insanity is set to be triggered by reading it, this will trigger the symbol. A symbol of insanity can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of insanity. Destruction of the surface where a symbol of insanity is inscribed destroys the symbol but also triggers it. Symbol of insanity can be made permanent with a permanency spell. A permanent symbol of insanity 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 insanity are hard to detect and disable. A rogue (only) can use the Search 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 Sleep (M) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||
Will negates - Yes | APeace 5, Arc 5, Clr 5, Sin-S 5, Sor/Wiz 5, Wuj 5 | 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 1,000 gp. | ||||||||||||||
Triggered rune puts nearby creatures into catatonic slumber. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of sleep causes all creatures of 10 HD or less within 60 feet of the symbol (treat as a burst) to fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. 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 sleep 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 sleep is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of sleep must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of sleep ineffective, unless a creature removes the covering, in which case the symbol of sleep works normally. As a default, a symbol of sleep 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 sleep cant 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 sleeps 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 sleep to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of sleep offensively; for instance, a touch-triggered symbol of sleep remains untriggered if an item bearing the symbol of sleep is used to touch a creature. Likewise, a symbol of sleep 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 sleep 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 sleep, 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 runes 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 sleep, 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 sleep 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 sleep, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of sleep with a DC 19 Spellcraft check. Of course, if the symbol of sleep is set to be triggered by reading it, this will trigger the symbol. A symbol of sleep can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of sleep. Destruction of the surface where a symbol of sleep is inscribed destroys the symbol but also triggers it. Symbol of sleep can be made permanent with a permanency spell. A permanent symbol of sleep 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 sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of sleep. |
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Symbol of Stunning (M) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||
Will negates - Yes | Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 | 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. | ||||||||||||||
Triggered rune stuns 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 stunning causes all creatures within 60 feet of the symbol (treat as a burst) to be stunned for 1d6 rounds. 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 stunning 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 stunning is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of stunning must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of stunning ineffective, unless a creature removes the covering, in which case the symbol of stunning works normally. As a default, a symbol of stunning 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 stunning cant 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 stunnings 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 stunning to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of stunning offensively; for instance, a touch-triggered symbol of stunning remains untriggered if an item bearing the symbol of stunning is used to touch a creature. Likewise, a symbol of stunning 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 stunning 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 stunning, 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 runes 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 stunning, 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 stunning 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 stunning, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of stunning with a DC 19 Spellcraft check. Of course, if the symbol of stunning is set to be triggered by reading it, this will trigger the symbol. A symbol of stunning can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of stunning. Destruction of the surface where a symbol of stunning is inscribed destroys the symbol but also triggers it. Symbol of stunning can be made permanent with a permanency spell. A permanent symbol of stunning 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 stunning are hard to detect and disable. A rogue (only) can use the Search 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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Symbol of Thirst (M) | ||||||||||||||
Sandstorm | ||||||||||||||
Arc 6, Clr 6, Sor/Wiz 6, Thirst 6 | ||||||||||||||
General | ||||||||||||||
Triggered rune overwhelms nearby creatures with thirst. |
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Sympathy (M) | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 hour | SRD | ||||||||||||
Will negates; see text - Yes | Arc 9, Community 8, Drd 9, Greed 9, Joy 8, Sin-L 8, Sor/Wiz 8, Wuj 8 | V, S, M | ||||||||||||
2 hours/level (D) | Close | General | ||||||||||||
Target: One location (up to a 10-ft. cube/level) or one object | ||||||||||||||
Materials: 1,500 gp worth of crushed pearls and a drop of honey. | ||||||||||||||
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 to 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 1d6x10 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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Symphonic Nightmare (F) | ||||||||||||||
SPC | ||||||||||||||
Arc 7, Brd 6, Clr 7, Sor/Wiz 7 | ||||||||||||||
General | ||||||||||||||
Haunting music disrupts target's sleep for 1 day/level. |
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Tormenting Thirst | ||||||||||||||
Sandstorm | ||||||||||||||
Brd 3, Sor/Wiz 3, Thirst 3 | ||||||||||||||
General | ||||||||||||||
Subject is overwhelmed by thirst. |
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Touch of Idiocy | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Beguiler 2, Duskblade 2, HB 2, Sin-E 3, Sor/Wiz 2 | V, S | ||||||||||||
10 min./level | Touch | General | ||||||||||||
Target: Living creature touched | ||||||||||||||
Subject takes 1d6 points of Int, Wis, and Cha damage. |
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With a touch, you reduce the targets 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 spells 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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Transfix | ||||||||||||||
Complete Arcane | ||||||||||||||
Sor/Wiz 6, Wuj 6 | ||||||||||||||
6 hours | ||||||||||||||
Medium or smaller targets are paralyzed. |
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True Domination | ||||||||||||||
Complete Divine | ||||||||||||||
Domination 8 | ||||||||||||||
General | ||||||||||||||
As dominate person. but save at -4. |
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Unfettered Grasp | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Grappling creature immediately gains free attempt to escape. |
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Vengeful Mount | ||||||||||||||
Dragon 326 | ||||||||||||||
Arc 0, Drd 0, Rgr 1, Sor/Wiz 0 | ||||||||||||||
General | ||||||||||||||
Makes an animal more difficult to ride or handle. |
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Wages of Sin | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Evil creatures attack other evil creatures. |
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War Cry | ||||||||||||||
Complete Adventurer | ||||||||||||||
Brd 4 | ||||||||||||||
General | ||||||||||||||
Swift. Gain +2 morale bonus on attack and damage rolls, or +4 if you charge, for 1 round/level. Any opponent you damage must save or become panicked for 1 round. |
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Warcry | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Brd 3, ChamGwyn 2, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Creatures within 30-foot cone cower for 1d4 rounds. |
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Whelm | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6). |
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Whelm, Mass | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 4, Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
1d6 nonlethal damage/level (max 10d6) to 1 creature/level. |
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Whelming Blast | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
15-foot cone deals 1d6 nonlethal damage /2 levels (max 5d6). |
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Wrathful Castigation | ||||||||||||||
Magic of Faerun | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
Target dies or may be dazed and -4 on all saves for 1 round/level. |
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Yoke of Mercy | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
APeace 2, Arc 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Target deals nonlethal damage. |
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Zone of Truth | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | APeace 2, Arc 2, BVal 2, Clr 2, Commerce 2, Exalted Arcanist 2, Inquisition 2, Pal 2, Truth 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. |