Index of Spells by Descriptor - M

Name
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).

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).

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).

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.

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).

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.

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.

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.

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.

Apparition
    Complete Arcane
  Wuj 2  
    General

Cause foes to become shaken when seeing subject disfigured creature.

Archon's Focus
Enchantment [Mind-Affecting] 1 standard action Cypren
- Sor/Wiz 5 V, S, M
1 round/level (D) Personal General
Target: You

Your mind goes into overdrive and you can cast an additional spell of lower level per round, provided any material components are in hand before casting.

Your mental focus sharpens drastically, permitting you to safely rush the casting of spells that do not overly stress your magical potential. Beginning with the round after this spell is cast, each round you may cast one spell as a free action that provokes attacks of opportunity and cannot be cast defensively. It is not a quickened spell and does not count toward the regular limit of one quickened spell per round.

This secondary spell is cast as if your caster level were eight levels lower than normal. Spells (including metamagic-enhanced spells) which would be unavailable to a caster of this level are likewise unavailable when using this ability. Spells with a casting time longer than 1 standard action cannot be cast using archon's focus.

Archon's focus only increases your mental speed, not your physical dexterity. As a result, spells which use material components or focus items cannot be cast unless those items were present in your hands prior to casting. If you have already cast another spell that did not require material components or focus items during the round, it is acceptable to ready the components for your second spell during the casting of the first.

Astral Projection (M)
Necromancy [Ectomancy] 30 minutes SRD
None - Yes APeace 9, Arc 9, Clr 9, Meditation 9, Mental 9, Sin-S 9, Sor/Wiz 9, Travel 9, Wuj 9 V, S, M
See text Touch General
Targets: You plus one additional willing creature touched per two caster levels
Materials: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

Projects you and companions onto Astral Plane.

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

Aura of Terror
    SPC
  Sor/Wiz 6  
    5 minutes

You gain an aura of fear, or your frightful presence becomes more effective.

Awaken Sin
    SPC
  Arc 3, Clr 3, Pal 2  
    General

Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).

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.

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.

Battle Hymn
    SPC
  Brd 2, Sor/Wiz 4  
    General

Allies can reroll one Will save/round.

Beastland Ferocity
    SPC
  Arc 1, Brd 1, Drd 1  
    30 minutes

Subject fights without penalty while disabled or dying.

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.

Bewildering Substitution
    CC
  Adp 2, Clr 2, Shu 2  
    General

Seemingly swap one ally with one enemy.

Bewildering Visions
    CC
  Adp 2, Clr 2, Shu 2  
    General

Subject is sickened or nauseated.

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.

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.

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.

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.

Bolts of Bedevilment
Enchantment [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 5, Madness 5 V, S
1 round/level Medium General
Effect: Ray

One ray/round, dazes 1d3 rounds.

This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save.

Brain Spider
Divination [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 7, Clr 7, Mind 7 V, S, M, DF
1 min./level Long 1 hour
Targets: Up to eight living creatures within range

Listen to thoughts of up to eight other creatures.

For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:

  • A creature's surface thoughts.
  • Individual trains of thought in whatever order you desire.
  • One nugget of information per caster level from all the minds regarding one particular topic, thing, or being.
  • The thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature.

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.

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.

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.

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.

Cause Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.

Celebration
    SPC
  Brd 4  
    General

Intoxicate Subjects.

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.

Chain of Chaos
    DotF
  Arc 8, Clr 8  
    General

Creates plague of insanity passed by touch.

Charm Animal
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 1, BVal 1, Drd 1, Rgr 1 V, S
1 hour/level Close 1 hour
Target: One animal

Makes one animal your friend.

This spell functions like charm person, except that it affects a creature of the animal type.

This charm makes an animal creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the animal's language to communicate your commands, or else be good at pantomiming.

Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 4, Bestial 5, Brd 3, Charm 5, EmBarachiel 3, HB 3, Sor/Wiz 4, Wuj 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Mass Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

This charm makes a creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.

Charm Person
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Beguiler 1, Brd 1, Charm 1, EmBarachiel 1, Fey 2, HB 1, MH 1, Renewal 1, Sin-L 1, Sor/Wiz 1, Wuj 1 V, S
1 hour/level Close 1 hour
Target: One humanoid creature

Makes one person your friend.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Mass Charm Person
    RoD
  Brd 4, Sor/Wiz 5  
    6 hours

As charm person, but all within 30 feet.

Choir
    Song and Silence
  Brd 4  
    General

Creates illusory accompanists; +2 on Perform checks.

Cloak of Bravery
    SPC
  Arc 3, Clr 3, Courage 3, Pal 2  
    1 hour

You and your allies gain a bonus on saves against fear.

Greater Cloak of Bravery
    SPC
  Courage 9  
    6 hours

As cloak of bravery, except very large area.

Color Spray
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 2, Beguiler 1, Duskblade 1, Shu 2, Sor/Wiz 1 V, S, M
Instant; see text 15 ft. General
Area: Cone-shaped burst

Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Coma
    BoEM
  Arc 6, Clr 6, Sor/Wiz 6  
    6 hours

You put a living creature in a coma.

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.

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.

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.

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.

Cone of Dimness
    SPC
  Sor/Wiz 3  
    General

Cone temporarily convinces creatures that they are blind.

Confound
    CC
  Clr 4  
    General

Gain a on attack rolls against subject and impose a penalty on its attack rolls against you

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%.

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.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

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).

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.

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.

d%Behavior
01-10Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20Act normally.
21-50Do nothing but babble incoherently.
51-70Flee away from caster at top possible speed.
71-100Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

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).

Conjure Greater Midnight Construct (M)
    MOI
  Sor/Wiz 8  
    General

As conjure lesser midnight construct, except conjure a greater midnight construct instead with more essentia options.

Conjure Lesser Midnight Construct (M)
    MOI
  Sor/Wiz 4  
    General

Create a lesser midnight construct.

Conjure Midnight Construct (M)
    MOI
  Sor/Wiz 6  
    General

As conjure lesser midnight construct, except conjure a midnight construct instead with more essentia options.

Control Elemental
    MoE
  Sor/Wiz 6  
    General

Gain control of an elemental creature

Crisis of Confidence
    HoB
  Brd 3, HB 2  
    General

Target loses commander rating, aura; can't add Cha to rally checks.

Crown of Despair
    Dragon 331
  Sor/Wiz 7  
    General

All creatures that see you must save or be paralyzed.

Crown of Glory 2
    SPC
  Glory 8  
    30 minutes

You gain +4 Charisma and inspire your allies.

Cruel Disappointment
    Book of Vile Darkness
  Sor/Wiz 3  
    General

Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.

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.

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.

Curse of the Putrid Husk
    Book of Vile Darkness
  Brd 3, Sor/Wiz 3  
    General

Subject is unconscious for 1d10 minutes.

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.

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.

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.

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.

Death Dragon
    SPC
  Arc 7, Clr 7  
    General

You gain +4 natural armor, +4 deflection, and natural attacks.

Death Knell
Necromancy [Death] [Ectomancy] [Evil] 1 standard action SRD
Will negates - Yes Arc 2, Blg 2, Blk 1, Clr 2, Death 2, DrgBlw 2, Sin-G 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

Death Ward
Necromancy [Ectomancy] 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

Grants immunity to death spells and negative energy effects.

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Mass Death Ward
    SPC
  Arc 8, Clr 8, Drd 9  
    30 minutes

As death ward, but more targets.

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.

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.

Delusions of Grandeur
    SPC
  Brd 2, Sor/Wiz 2  
    1 hour

Subject becomes overconfident and careless.

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.

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.

Desert Binding (M)
    Sandstorm
  Sand 8, Sor/Wiz 8  
    General

Imprisons creature as sand in an hourglass or wind in the waste.

Detect Thoughts
Divination [Mind-Affecting] 1 standard action SRD
Will negates; see text - No Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, Inquisition 3, Knowledge 2, Mental 2, MH 2, Mind 2, Shu 2, Sor/Wiz 2, Truth 1, Wuj 2 V, S, F/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Allows listening to surface thoughts.

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you cant see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A targets Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dirge of Discord
    SPC
  Brd 3  
    General

Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.

Disquietude
    SPC
  Brd 2  
    General

Target avoids physical contact with others.

Distract
    SPC
  Brd 1, Sor/Wiz 1  
    General

Distracts targets with the zest for life.

Distract Assailant
    SPC
  Asn 1, HB 1, Sor/Wiz 1  
    General

Swift. One creature is flat-footed* for 1 round.

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.

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.

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.

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.

Dominate Living Construct
    RE
  Artificer 5  
    General

As dominate person, but affecting a living construct.

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.

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.

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.

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.

Doom
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will negates - Yes Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 V, S, DF
1 min./level Medium General
Target: One living creature

One subject takes -2 on attack rolls, damage rolls, saves, and checks.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

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.

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.

Dream Casting
    SPC
  Sor/Wiz 6  
    General

Alter subject's dreams to produce desired effect.

Drums of War (F)
    HoB
  Brd 4  
    General

Enemies take -2 penalty on attacks and saves.

Ectoplasmic Armor
    SPC
  Sor/Wiz 1  
    General

Gain +5 to +9 armor bonus against incorporeal* touch attacks.

Ectoplasmic Enhancement
    Book of Vile Darkness
  Sor/Wiz 6  
    24 hours

Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels.

Ectoplasmic Feedback
    SPC
  Sor/Wiz 2  
    5 minutes

Incorporeal* attackers take 1d6 damage.

Elation
    Book of Exalted Deeds
  Arc 2, Brd 2, Clr 2, EmBarachiel 2, Joy 2, Sor/Wiz 3  
    General

Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

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).

Enrage Animal
    SPC
  Arc 1, Drd 1, Rgr 1  
    General

Animal rages like barbarian, not fatigued.

Enrage Animals
    CR
  Arc 1, Drd 1, Rgr 1  
    30 minutes

Render normal animals hostile, and vicious.

Enthrall
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] 1 round SRD
Will negates; see text - Yes APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 2 V, S
1 hour or less Medium General
Targets: Any number of creatures

Captivates all within 100 ft. + 10 ft./level.

If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Entice Gift
    SPC
  Brd 2, Greed 2, Sor/Wiz 2  
    General

Subject gives caster what its holding.

Evil Glare
    SPC
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Paralyze creature with your glare.

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.

Faerinaal's Hymn
    Book of Exalted Deeds
  Brd 2  
    General

Up to one creature/level cannot take attacks of opportunity.

Fear
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Brd 3, HB 4, Sor/Wiz 4, Tyranny 4 V, S, M
1 round/level or 1 round; see text 30 ft. General
Area: Cone-shaped burst

Subjects within cone flee for 1 round/level.

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

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.

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.

Fengut
    Far Corners of the World
  Sor/Wiz 1  
    General

Subject is nauseated.

Focusing Chant
    SPC
  Brd 1  
    General

Improves concentration; +1 on attack rolls or selected checks.

Follow the Leader (F)
    Song and Silence
  Brd 4  
    General

Causes 1 HD/level of creatures to follow.

Forbidden Speech
    Book of Vile Darkness
  Corrupt 5  
    12 hours

Subject cannot speak about a certain topic.

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.

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.

Friend to Foe
    PHBII
  Beguiler 5, Brd 5, Sor/Wiz 5  
    General

Make subject creature believe its allies are its enemies.

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.

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.

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.

Getaway
    Song and Silence
  Asn 2  
    1 hour

Causes pursuers to go astray 50% of the time.

Ghost Light
    Complete Arcane
  Wuj 1  
    General

An eerie green torch light causes creatures to become shaken.

Ghost Touch Armor
    SPC
  Arc 2, Clr 2, Sor/Wiz 2  
    5 minutes

Armor works normally against incorporeal attacks.

Ghost Touch Weapon
    Libris
  Arc 4, Clr 4  
    1 hour

Weapon works normally against incorporeal creatures.

Ghost Trap
    SPC
  Arc 6, Clr 6, Sor/Wiz 7  
    6 hours

Incorporeal creatures turn corporeal.

Glimpse of Eternity
    MoE
  Brd 5, Sor/Wiz 5  
    General

Target takes 1d6 nonlethal damage/level and is confused.

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.

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.

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.

Hand of Divinity
    SPC
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Hand of the Faithful
    SPC
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

Harmonic Chorus
    SPC
  Brd 2  
    General

Give another caster +2 caster levels and +2 on save DCs as long as you concentrate.

Haunting Tune
    SPC
  Brd 3  
    1 hour

1 target/level becomes shaken.

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.

Heartache
    Book of Vile Darkness
  Arc 1, Clr 1, MH 1  
    General

Subject helpless for 1 round.

Herald's Call
    SPC
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

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.

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.

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).

Hesitate
    PHBII
  Arc 3, Beguiler 3, Brd 3, Clr 3, Sor/Wiz 3  
    General

Force subject to lose actions.

Hide from Undead
Abjuration [Ectomancy] 1 standard action SRD
Will negates (harmless); see text - Yes APeace 1, Arc 1, Clr 1, HotD 1, Life 1, Repose 1 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Undead can't perceive one subject/level.

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

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.

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.

Hiss of Sleep
    SPC
  Sor/Wiz 7  
    General

You induce comatose slumber in targets.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Illusory Feast
    SPC
  Sor/Wiz 5  
    General

Subjects become dazed by illusory food.

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.

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.

Imperious Glare
    SPC
  Sor/Wiz 6  
    General

You cause targets to cower in fear.

Incite
    SPC
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

Subject can't ready actions or delay.

Incite Riot
    PHBII
  Brd 5  
    General

Subjects attack nearest creature.

Indifference
    Tome and Blood
  Sor/Wiz 2  
    6 hours

Makes subject resistant to fear, compulsion, and morale effects.

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.

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.

Insidious Insight
    RE
  Brd 2, Sor/Wiz 2  
    General

Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature.

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

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.

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.

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.

Leech Ghost Skill (M)
    Ghostwalk Web
  Sor/Wiz 5  
    General

Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed.

Lionheart
    SPC
  Arc 1, Pal 1  
    General

The subject gains immunity to fear effects.

Love's Lament
    SPC
  Brd 3  
    General

Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.

Love's Pain
    Book of Vile Darkness
  Corrupt 3  
    General

Deals 1d6 damage/2 levels to subject's dearest loved one.

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.

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.

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.

Maddening Whispers
    SPC
  Sor/Wiz 8  
    General

You induce confusion and madness in targets.

Manifestation Of The Deity
    CS
  Arc 2, Clr 2  
    General

Create illusion of your deity, rendering enemies shaken for 1 round.

Mechanus Mind
    SPC
  Sor/Wiz 2  
    30 minutes

Reformat subject's mind to be coldly calculating.

Mesmerizing Glare
    SPC
  Brd 2, Sor/Wiz 3  
    General

Your gaze fascinates creatures.

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.

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.

Mindburn
    MoE
  Sor/Wiz 2  
    General

Target loses a spell or infusion each round.

Mindless Rage
    SPC
  Brd 2, Sor/Wiz 2  
    General

Incite a rage in an opponent that drives them to attacking you by melee only.

Mindrape
    Book of Vile Darkness
  Sor/Wiz 9  
    12 hours

You learn everything subject knows and can alter its memory or knowledge.

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.

Monstrous Thrall
    SPC
  Domination 9  
    General

As true domination, but nearly permanent and affects any creature.

Moon Lust
    SPC
  Arc 1, Clr 1  
    General

Subject obsesses about moon, is fascinated or dazzled.

Morality Undone
    Book of Vile Darkness
  Arc 5, Brd 5, Clr 5, Corruption 4, MH 4  
    1 hour

Subject becomes evil.

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.

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.

KnowledgeWill Save Modifier
None(1)+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5

1 You must have some sort of connection to a creature you have no knowledge of.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

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.

Nightmare Lullaby
    Magic of Faerun
  Brd 2  
    General

Target is confused as long as you concentrate +2 rounds.

Nybor's Psychic Imprint (F)
    Magic Books of Faerun
  Sor/Wiz 6  
    General

Imprint a mind into a gem that can be used as the personality of an intelligent item.

Phantasmal Assailants
    Complete Arcane
  HB 2, Sor/Wiz 2  
    General

Phantasm deals 4 Wis damage and 4 Dex damage.

Phantasmal Decoy
    Complete Divine
  Arc 3, Rgr 3  
    General

Creates illusory enemy for foe to chase.

Phantasmal Disorientation
    Complete Divine
  Arc 6, Drd 6  
    1 hour

Fools creature's sense of direction, making movement difficult.

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

Fearsome illusion kills subject or deals 3d6 damage.

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.

Phantom Foe (F)
    Dragon 324
  Asn 2, Sor/Wiz 2  
    General

Phantasm flanks subject.

Phantom Threat
    CW
  Brd 1, HB 1  
    General

Subject is flanked despite nothing being there.

Plague of Nightmares (F)
    Book of Vile Darkness
  Corrupt 8  
    General

Subject takes ld4 Con damage and does not heal.

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

Petrifies one creature with 100 hp or less.

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.

Price of Loyalty
    PGtE
  Sor/Wiz 2  
    General

Identical to charm person except subject does not know a spell was cast.

Probe Thoughts
    Complete Divine
  Mind 6, Sor/Wiz 6  
    General

Read subject's memories, one question/round.

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

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.

Raise Dead (M)
Conjuration (Healing) [Ectomancy] 1 minute SRD
None; see text - Yes (harmless) Adp 5, APeace 5, Arc 5, Clr 5, Hlr 5, SaveLife 5 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: Diamonds worth a total of least 5,000 gp.

Restores life to subject who died as long as one day/level ago.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.

Rapid Raise Dead (M)
Conjuration (Healing) [Ectomancy] 1 standard action Drew
None; see text - No Arc 4, Clr 4, Hlr 4 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: Diamond dust worth a total of least 5,000 gp.

Restores a person to life who died within the last round and damages caster.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer one full round. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. The caster takes 1d4 non-lethal damage per hit die of the target (before the target loses the level from being raised.)

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its maximum Hit Points. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.

Rapid Resurrection (M)
Conjuration (Healing) [Ectomancy] 1 standard action Drew
None; see text - No Arc 6, Clr 6, Hlr 6, SaveLife 6, Shu 6 V, S, M, DF
Instant Touch General
Target: Dead creature touched.
Materials: Diamond dust worth a total of least 10,000 gp.

Restores a person to life who died within the last 2 rounds and damages caster.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 2 full rounds. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. The caster takes 1d6 non-lethal damage per Hit Die of the target (before the target loses the level from being raised.)

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

Rapture of the Deep
    Stormwrack
  Brd 6  
    12 hours

Target becomes comatose.

Ray of Dizziness
    DA5
  Brd 2, Sor/Wiz 2  
    General

Dizzying ray staggers enemy.

Ray of Stupidity
    DA5
  Sor/Wiz 2  
    30 minutes

Ray reduces Int by 1d6 points +1 point/two levels.

Reality Blind
    Book of Vile Darkness
  Sor/Wiz 3  
    1 hour

Subject can take no actions and afterward does not heal naturally.

Rebuke
    SPC
  Sor/Wiz 2  
    General

Target is dazed 1 round, thereafter shaken, and distracted.

Final Rebuke
    SPC
  Sor/Wiz 7  
    General

As rebuke except the target must save or die.

Greater Rebuke
    SPC
  Sor/Wiz 4  
    General

Target cowers for 1d4 rounds then is shaken and distracted.

Reincarnate (M)
Transmutation [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) Arc 4, Drd 4, Renewal 4 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.

Brings dead subject back in a random body.

With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creatures body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subjects level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.

It's possible for the change in the subjects ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.

For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.

A creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can't be reincarnated. The spell cannot bring back a creature who has died of old age.

d%IncarnationStrDexCon
0-1Bugbear+4+2+2
02-13Dwarf+0+0+2
14-25Elf+0+2-2
26Gnoll +4 +0 +2
27-38Gnome -2 +0 +2
39-42Goblin -2 +2 +0
43-52Half-elf +0 +0 +0
53-62Half-orc +2 +0 +0
63-74Halfling -2 +2 +0
75-89Human +0 +0 +0
90-93Kobold -4 +2 -2
94Lizardfolk +2 +0 +2
95-98Orc +4 +0 +0
99Troglodyte +0 -2 +4
100Other ? ? ?

The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.

A wish or a miracle spell can restore a reincarnated character to his or her original form.

Remorseless Charm (M)
    CR
  Arc 6, Brd 5, Clr 6, Sor/Wiz 6  
    General

Suppress the target's alignment.

Resistible Dance
    Song and Silence
  Brd 5  
    General

Makes listeners dance; -2 penalty to AC, Will saves, Concentration checks, and Spellcraft checks.

Resurrection (M)
Conjuration (Healing) [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) APeace 7, Arc 7, Clr 7, Hlr 7, SaveLife 7, Shu 7 V, S, M, DF
Instant Touch General
Target: Dead creature touched
Materials: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

Fully restore dead subject.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

Revivify (M)
    Miniatures
  Arc 5, Clr 5, Hlr 5, SaveLife 4  
    General

Restore recently dead to life with no level loss.

Righteous Wrath of the Faithful
    Complete Divine
  Arc 7, Clr 7, Purification 7  
    General

Your allies get bonuses, especially if they worship your deity.

Roar of the Waves
    Stormwrack
  Brd 3  
    General

Make one target/2 levels deafened and shaken.

Rouse
    PHBII
  Beguiler 1, Duskblade 1, Sor/Wiz 1  
    General

Awakens creatures in area.

Scare
Necromancy [Fear] [Mind-Affecting] 1 standard action SRD
Will partial - Yes Brd 2, Hatred 2, Sor/Wiz 2 V, S, M
1 round/level or 1 round; see text for cause fear Medium General
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart

Panics creatures of less than 6 HD.

This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.

Scintillating Pattern
Illusion (Pattern) [Mind-Affecting] 1 standard action SRD
None - Yes Beguiler 8, Sor/Wiz 8, Wmg 8 V, S, M
Concentration + 2 rounds Close General
Effect: Colorful lights in a 20-ft.-radius spread

Twisting colors confuse, stun, or render unconscious.

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.

13 or more: Confused for 1d4 rounds.

Sightless creatures are not affected by scintillating pattern.

Scyllan Scream
    Dragon 334
  Brd 5  
    General

Scream panics or shakes those who hear it.

Secret Signs
    Complete Arcane
  Wuj 1  
    General

Using nonverbal means, you can communicate a simple message to one other intelligent creature within range.

Sensory Deprivation
    Dragon 324
  Sor/Wiz 3  
    General

Subject cannot Perceive world around it.

Shadowy Grappler
    Dragon 324
  Sor/Wiz 6  
    General

Shadowy force grapples subject.

Shock and Awe
    Dragon 325
  Asn 1, Brd 1, Sor/Wiz 1  
    General

Reduces a surprised creature's initiative roll.

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.

Slay Living
Necromancy [Death] [Ectomancy] 1 standard action SRD
Fortitude partial - Yes Arc 5, Clr 5, Death 5, DrgBlw 5, Repose 5 V, S
Instant Touch General
Target: Living creature touched

Touch attack kills subject.

You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

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.

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.

Solipsism
    Dragon 324
  Sor/Wiz 6  
    General

Subject is convinced the world is fake.

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.

Sonic Whip
    SPC
  Brd 2, Wuj 2  
    General

Scares animals, normal whip in combat.

Sorrow
    Book of Vile Darkness
  Arc 1, Brd 1, Clr 1  
    General

Subject takes -3 penalty on attacks, saves, and checks.

Soul Bind (F)
Necromancy [Ectomancy] 1 standard action SRD
Will negates - No Arc 9, Clr 9, Sor/Wiz 9 V, S, F
Permanent Close General
Target: Corpse
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted.

Traps newly dead soul to prevent resurrection.

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnate, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

Focus note: While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.

Sphere of Terror
    Dragon 333
  Sor/Wiz 4  
    General

Creates a 30-ft. radius of supernatural shadow filled with deadly shadowy illusions.

Spider Curse
    FR
  Spider 6  
    12 hours

You turn a humanoid into a driderlike creature that obeys you.

Spread of Contentment
    Book of Exalted Deeds
  Arc 8, Clr 8, Pleasure 8  
    6 hours

Calms hostile creatures within 10-ft./level radius.

Stay the Hand
    PHBII
  Arc 2, Beguiler 2, Brd 1, Clr 2, Sor/Wiz 2  
    General

Change subject creature's attitude to helpful for 1 round.

Sting Ray
    DA5
  Brd 3, Sor/Wiz 3  
    General

Ray staggers enemies and disrupts spellcasters.

Stupor
    Book of Vile Darkness
  Arc 1, Asn 1, Clr 1, Sor/Wiz 1  
    12 hours

One helpless subject is put in a state that allows him to be moved but take no other actions.

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 Death (M)
Necromancy [Death] [Ectomancy] 10 minutes SRD
Fortitude 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 each.

Triggered rune slays nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death 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 death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death 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 death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's 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 death to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death 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 death 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 death, 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 death, 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 death 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 death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death 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 death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

Symbol of Fear (M)
Necromancy [Fear] [Mind-Affecting] 10 minutes SRD
Will negates - Yes Arc 6, Clr 6, Sor/Wiz 6, Wuj 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Triggered rune panics nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of fear panicks for 1 round per caster level one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of fear affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of fear 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 fear is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of fear must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of fear ineffective, unless a creature removes the covering, in which case the symbol of fear works normally.

As a default, a symbol of fear 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 fear can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of fear 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 fear to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of fear offensively; for instance, a touch-triggered symbol of fear remains untriggered if an item bearing the symbol of fear is used to touch a creature. Likewise, a symbol of fear 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 fear 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 fear, 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 fear, 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 fear 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 fear, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of fear with a DC 19 Spellcraft check. Of course, if the symbol of fear is set to be triggered by reading it, this will trigger the symbol.

A symbol of fear can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of fear. Destruction of the surface where a symbol of fear is inscribed destroys the symbol but also triggers it.

Symbol of fear can be made permanent with a permanency spell. A permanent symbol of fear 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 fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.

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.

Symbol of Persuasion (M)
Enchantment (Charm) [Mind-Affecting] 10 minutes SRD
Will negates - Yes APeace 6, Arc 6, Clr 6, Sin-L 6, Sor/Wiz 6, Wuj 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Triggered rune acts as charm monster on nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of persuasion charms as charm monster one or more creatures within 60 feet of the symbol (treat as a burst). The charm last for 1 hour per level. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of persuasion is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of persuasion is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of persuasion must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of persuasion ineffective, unless a creature removes the covering, in which case the symbol of persuasion works normally.

As a default, a symbol of persuasion is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of persuasion can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of persuasions triggering conditions cannot be changed.

In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of persuasion to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of persuasion offensively; for instance, a touch-triggered symbol of persuasion remains untriggered if an item bearing the symbol of persuasion is used to touch a creature. Likewise, a symbol of persuasion cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of persuasion can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify.

When scribing a symbol of persuasion, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of persuasion, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of persuasion cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of persuasion, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol of persuasion with a DC 19 Spellcraft check. Of course, if the symbol of persuasion is set to be triggered by reading it, this will trigger the symbol.

A symbol of persuasion can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of persuasion. Destruction of the surface where a symbol of persuasion is inscribed destroys the symbol but also triggers it.

Symbol of persuasion can be made permanent with a permanency spell. A permanent symbol of persuasion that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.

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.

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.

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.

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.

Symbol of Thirst (M)
    Sandstorm
  Arc 6, Clr 6, Sor/Wiz 6, Thirst 6  
    General

Triggered rune overwhelms nearby creatures with thirst.

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.

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.

Symphonic Nightmare (F)
    SPC
  Arc 7, Brd 6, Clr 7, Sor/Wiz 7  
    General

Haunting music disrupts target's sleep for 1 day/level.

Tactical Precision
    Complete Adventurer
  Brd 2  
    General

Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.

Lesser Telepathic Bond
Divination [Mind-Affecting] 1 standard action SRD
None - No Arc 3, Clr 3, Mind 3, Sor/Wiz 3 V, S
10 min./level 30 ft. 1 hour
Targets: You and one willing creature within 30 ft.

As telepathic bond, but you and one other creature.

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Tormenting Thirst
    Sandstorm
  Brd 3, Sor/Wiz 3, Thirst 3  
    General

Subject is overwhelmed by thirst.

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.

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.

Touch of Madness
Enchantment [Mind-Affecting] 1 standard action SRD
Will negates - Yes Madness 2 V, S
1 round/level Touch General
Target: Creature touched

Dazes one creature for 1 round/level.

You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.

Train Animal
    Complete Adventurer
  Arc 2, Drd 2, Rgr 2  
    1 hour

Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.

Transfix
    Complete Arcane
  Sor/Wiz 6, Wuj 6  
    6 hours

Medium or smaller targets are paralyzed.

Trap the Soul
Conjuration (Summoning) [Ectomancy] 1 standard action or see text SRD
See text - Yes; see text Sin-G 9, Sin-L 9, Sor/Wiz 8 V, S, M, F, text
Permanent; see text Close General
Target: One creature

Imprisons subject within gem.

Trap the soul forces a creatures life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

Depending on the version selected, the spell can be triggered in one of two ways.

Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creatures name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creatures soul in the trap. To use this method, both the creatures name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

Material Note: . If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

True Domination
    Complete Divine
  Domination 8  
    General

As dominate person. but save at -4.

True Resurrection (M)
Conjuration (Healing) [Ectomancy] 10 minutes SRD
None; see text - Yes (harmless) APeace 9, Arc 9, Clr 9, Hlr 9, SaveLife 9, Shu 9 V, S, M, DF
Instant Touch General
Target: Dead creature
Materials: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

As resurrection, plus remains aren't needed.

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceaseds time and place of birth or death is the most common method).

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

Even true resurrection can't restore to life a creature who has died of old age.

Unfettered Grasp
    RotDrg
  Sor/Wiz 2  
    General

Grappling creature immediately gains free attempt to escape.

Vengeful Mount
    Dragon 326
  Arc 0, Drd 0, Rgr 1, Sor/Wiz 0  
    General

Makes an animal more difficult to ride or handle.

Verraketh's Shadow Crown
    RoF
  Brd 3  
    General

Your bardic music effects tap the Shadow Weave, granting +4 competence bonus to Perform.

Vertigo
    PHBII
  Beguiler 2, Brd 2, Sor/Wiz 2  
    General

Subject creature must succeed on a DC 10 Balance check to move each round.

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.

Vision of Heaven
    Book of Exalted Deeds
  APeace 1, Arc 1, Celestial 1, Clr 1, Exalted Arcanist 1, Joy 1, Slayer of Domiel 1  
    General

Evil creature is dazed for 1 round.

Wages of Sin
    Book of Exalted Deeds
  Sor/Wiz 6  
    General

Evil creatures attack other evil creatures.

Wail of the Banshee
Necromancy [Sonic] [Death] [Ectomancy] 1 standard action SRD
Fortitude negates - Yes Death 9, Deathbound 9, Hatred 9, Repose 9, Sor/Wiz 9, Wmg 9 V
Instant Close General
Area: One living creature/level within a 40-ft.-radius spread

Kills one creature/level.

You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

Wall of Gloom
    Complete Arcane
  Sor/Wiz 2, Wuj 2  
    General

A shadowy wall deters passage.

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.

Warcry
    Book of Exalted Deeds
  Brd 3, ChamGwyn 2, Sor/Wiz 3  
    General

Creatures within 30-foot cone cower for 1d4 rounds.

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.

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.

Whelm
    PHBII
  Beguiler 1, Sor/Wiz 1  
    General

Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Whelm, Mass
    PHBII
  Beguiler 4, Sor/Wiz 4  
    General

1d6 nonlethal damage/level (max 10d6) to 1 creature/level.

Whelming Blast
    PHBII
  Beguiler 2, Sor/Wiz 2  
    General

15-foot cone deals 1d6 nonlethal damage /2 levels (max 5d6).

Winding Alleys
    RoD
  Brd 3, City 3  
    General

Trap foe in phantasmal maze.

Wrathful Castigation
    Magic of Faerun
  Sor/Wiz 8  
    General

Target dies or may be dazed and -4 on all saves for 1 round/level.

Yoke of Mercy
    Book of Exalted Deeds
  APeace 2, Arc 2, Sor/Wiz 2  
    General

Target deals nonlethal damage.

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.

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.