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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 | ||||||||||||||||||||
Apparition | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
Wuj 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cause foes to become shaken when seeing subject disfigured creature. |
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Bewildering Substitution | ||||||||||||||||||||
CC | ||||||||||||||||||||
Adp 2, Clr 2, Shu 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Seemingly swap one ally with one enemy. |
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Bewildering Visions | ||||||||||||||||||||
CC | ||||||||||||||||||||
Adp 2, Clr 2, Shu 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cone of Dimness | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Cone temporarily convinces creatures that they are blind. |
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Cruel Disappointment | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Fools subject for 1 round, then -4 penalty on attacks, saves, and checks. |
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Curse of the Putrid Husk | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Brd 3, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is unconscious for 1d10 minutes. |
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Delusions of Grandeur | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject becomes overconfident and careless. |
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Dream | ||||||||||||||||||||
Illusion (Phantasm) [Mind-Affecting] | 1 minute | SRD | ||||||||||||||||||
None - Yes | Brd 5, EmBarachiel 4, Herald 6, Sor/Wiz 5, Wuj 5 | V, S | ||||||||||||||||||
See text | Unlimited | General | ||||||||||||||||||
Target: One living creature touched | ||||||||||||||||||||
Sends message to anyone sleeping. |
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You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipients dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance. |
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Dream Casting | ||||||||||||||||||||
SPC | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Alter subject's dreams to produce desired effect. |
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Fengut | ||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||
Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is nauseated. |
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Friend to Foe | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 5, Brd 5, Sor/Wiz 5 | ||||||||||||||||||||
General | ||||||||||||||||||||
Make subject creature believe its allies are its enemies. |
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Glimpse of Fear | ||||||||||||||||||||
Dragon 333 | ||||||||||||||||||||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
A flash of horror causes the target to become shaken. |
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Illusory Script (M) | ||||||||||||||||||||
Illusion (Phantasm) [Mind-Affecting] | 1 minute or longer; see text | SRD | ||||||||||||||||||
Will negates; see text - Yes | Asn 2, Brd 3, Sor/Wiz 3, Wuj 3 | V, S, M | ||||||||||||||||||
1 day/level (D) | Touch | General | ||||||||||||||||||
Target: One touched object weighing no more than 10 lb. | ||||||||||||||||||||
Materials: A lead-based ink (cost of not less than 50 gp). | ||||||||||||||||||||
Only intended reader can decipher. |
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You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. |
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Nightmare | ||||||||||||||||||||
Illusion (Phantasm) [Mind-Affecting] [Evil] | 10 minutes | SRD | ||||||||||||||||||
Will negates; see text - Yes | Brd 5, Darkness 7, Dream 5, Sor/Wiz 5, Wuj 5 | V, S | ||||||||||||||||||
Instant | Unlimited | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
Sends vision dealing 1d10 damage, fatigue. |
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You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
1 You must have some sort of connection to a creature you have no knowledge of.
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil. If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell. |
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Phantasmal Assailants | ||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||
HB 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Phantasm deals 4 Wis damage and 4 Dex damage. |
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Phantasmal Decoy | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 3, Rgr 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creates illusory enemy for foe to chase. |
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Phantasmal Disorientation | ||||||||||||||||||||
Complete Divine | ||||||||||||||||||||
Arc 6, Drd 6 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Fools creature's sense of direction, making movement difficult. |
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Phantasmal Killer | ||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Target: One living creature | ||||||||||||||||||||
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Phantom Foe (F) | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Asn 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Phantasm flanks subject. |
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Phantom Threat | ||||||||||||||||||||
CW | ||||||||||||||||||||
Brd 1, HB 1 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is flanked despite nothing being there. |
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Reality Blind | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
1 hour | ||||||||||||||||||||
Subject can take no actions and afterward does not heal naturally. |
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Sensory Deprivation | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject cannot Perceive world around it. |
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Solipsism | ||||||||||||||||||||
Dragon 324 | ||||||||||||||||||||
Sor/Wiz 6 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject is convinced the world is fake. |
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Unnerving Gaze | ||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||
Dem 1, MH 1, Sor/Wiz 0 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject takes -1 penalty on attacks. |
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Vertigo | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Beguiler 2, Brd 2, Sor/Wiz 2 | ||||||||||||||||||||
General | ||||||||||||||||||||
Subject creature must succeed on a DC 10 Balance check to move each round. |
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Vertigo (Sky) | ||||||||||||||||||||
PHBII | ||||||||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved. |
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Weird | ||||||||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 | V, S | ||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.
If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Winding Alleys | ||||||||||||||||||||
RoD | ||||||||||||||||||||
Brd 3, City 3 | ||||||||||||||||||||
General | ||||||||||||||||||||
Trap foe in phantasmal maze. |