Index of Spells by Level - Beguiler 4

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
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.

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).

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.

Freedom of Movement
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 V, S, M, DF
10 min./level Personal or touch 1 hour
Target: You or creature touched

Subject moves normally despite impediments.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Greater Invisibility
Illusion (Glamer) 1 standard action SRD
Will negates (harmless) - Yes (harmless) or Yes (harmless, object) Arc 5, Asn 4, Beguiler 4, Brd 4, HB 4, Shu 5, Slayer of Domiel 4, Sor/Wiz 4, Wuj 4 V, S
1 round/level (D) Personal or touch General
Target: You or creature touched

As invisibility, but subject can attack and stay invisible.

This spell functions like invisibility, except that it doesnt end if the subject attacks.

Locate Creature
Divination 1 standard action SRD
None - No Arc 4, Asn 4, Beguiler 4, Brd 4, MH 4, Shu 4, Sor/Wiz 4, Wuj 4 V, S, M
10 min./level Long 4 hours
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level

Indicates direction to familiar creature.

You sense the direction of a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

Mirror Image, Greater
    PHBII
  Beguiler 4, Brd 4, Sor/Wiz 4  
    General

As mirror image*, but gain an additional image each round.

Phantom Battle
    PHBII
  Beguiler 4, Brd 3, Sor/Wiz 4  
    General

Illusion of battle flanks creatures and denies attacks of opportunity.

Rainbow Pattern
Illusion (Pattern) 1 standard action SRD
Will negates - Yes Beguiler 4, Brd 4, Sor/Wiz 4 V, S, M, F, text
Concentration + 1 round/level (D) Medium General
Effect: Colorful lights with a 20-ft.-radius spread

Lights fascinate 24 HD of creatures.

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.

The spell does not affect sightless creatures.

Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Solid Fog
Conjuration (Creation) 1 standard action SRD
None - No Beguiler 4, HB 4, Sor/Wiz 4, Wuj 4 V, S, M
1 min./level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Blocks vision and slows movement.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

The spell does not function underwater.

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

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