Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Animal Messenger | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
None; see text - Yes | Arc 1, Brd 2, Drd 2, EmBarachiel 2, Rgr 1 | V, S, M |
1 day/level | Close | 6 hours |
Target: One Tiny animal | ||
Sends a Tiny animal to a specific place. |
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You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example). |
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Blindness/Deafness | ||
Necromancy | 1 standard action | SRD |
Fortitude negates - Yes | Arc 3, Brd 2, Clr 3, Corruption 2, Darkness 2, EmBarachiel 2, HB 2, Sor/Wiz 2 | V |
Permanent (D) | Medium | General |
Target: One living creature | ||
Makes subject blind or deaf. |
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You call upon the powers of unlife to render the subject blinded or deafened, as you choose. |
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Blur | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Beguiler 2, Brd 2, Celerity 3, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V |
1 min./level (D) | Touch | 5 minutes |
Target: Creature touched | ||
Attacks miss subject 20% of the time. |
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The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spells effect (though fighting an unseen opponent carries penalties of its own). |
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Calm Emotions | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | APeace 2, Arc 2, Balance 2, Brd 2, Charm 2, Clr 2, EmBarachiel 2, Hlr 2, Law 2 | V, S, DF |
Concentration, up to 1 round/level (D) | Medium | General |
Area: Creatures in a 20-ft.-radius spread | ||
Calms creatures, negating emotion effects. |
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This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. |
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Cat's Grace | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Adp 2, Arc 2, Artificer 2, Asn 2, Brd 2, Celerity 2, Drd 2, Duskblade 2, Elf 2, EmBarachiel 2, Halfling 2, Hoard 2, Rgr 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, M |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Dex for 1 min./level. |
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The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
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Cure Moderate Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max +10). |
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When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
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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. |
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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. |
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Eagle's Splendor | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Cha for 1 min./level. |
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The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase. |
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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. |
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Enthrall | ||
Enchantment (Charm) [Sonic] [Mind-Affecting] [Language-Dependent] | 1 round | SRD |
Will negates; see text - Yes | APeace 2, Arc 2, Brd 2, Clr 2, Domination 2, EmBarachiel 2, HB 2, Herald 2, Nobility 2, Tyranny 2 | V, S |
1 hour or less | Medium | General |
Targets: Any number of creatures | ||
Captivates all within 100 ft. + 10 ft./level. |
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If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. |
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Fox's Cunning | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless) - Yes | Artificer 2, Asn 2, Brd 2, EmBarachiel 2, Sor/Wiz 2 | V, S, M/DF |
1 min./level | Touch | 5 minutes |
Target: Creature touched | ||
Subject gains +4 to Int for 1 min./level. |
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The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spells effect do increase. This spell doesn't grant extra skill points. |
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Glitterdust | ||
Conjuration (Creation) | 1 standard action | SRD |
Will negates (blinding only) - No | Arc 2, Beguiler 2, Brd 2, EmBarachiel 2, HB 2, Shu 2, Sor/Wiz 2 | V, S, M |
1 round/level | Medium | General |
Area: Creatures and objects within 10-ft.-radius spread | ||
Blinds creatures, outlines invisible creatures. |
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A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. |
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Hold Person | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD |
Will negates; see text - Yes | Arc 2, Beguiler 3, Brd 2, Clr 2, EmBarachiel 2, MH 2, Shu 2, Sor/Wiz 3, Wuj 2 | V, S, F/DF |
1 round/level (D); see text | Medium | General |
Target: One humanoid creature | ||
Paralyzes one humanoid for 1 round/level. |
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The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Hypnotic Pattern | ||
Illusion (Pattern) | 1 standard action | SRD |
Will negates - Yes | Beguiler 2, Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V, S, M, text |
Concentration + 2 rounds | Medium | General |
Effect: Colorful lights in a 10-ft.-radius spread | ||
Fascinates (2d4 + level) HD of creatures. |
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A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. 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. |
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Silence | ||
Illusion (Glamer) | 1 standard action | SRD |
Will negates; see text or none (object) - Yes; see text or no (object) | APeace 2, Arc 2, Beguiler 2, Brd 2, Clr 2, EmBarachiel 2, Shu 2, Spell 2 | V, S |
1 min./level (D) | Long | 30 minutes |
Area: 20-ft.-radius emanation centered on a creature, object, or point in space | ||
Negates sound in 15-ft. radius. |
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Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise what-so-ever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. |
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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. |
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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). |
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Tongues | ||
Divination | 1 standard action | SRD |
Will negates (harmless) - No | Adp 3, APeace 4, Arc 4, Brd 2, Clr 4, Commerce 3, Community 4, EmBarachiel 2, Herald 3, Meditation 4, Sor/Wiz 3, Vassal of Bahamut 4, Wuj 3 | V, M/DF |
10 min./level | Touch | 1 hour |
Target: Creature touched | ||
Speak any language. |
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This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. |
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Whispering Wind | ||
Transmutation [Air] | 1 standard action | SRD |
None - No | Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 | V, S |
No more than 1 hour/level or until discharged (destination is reached) | 1 mile/level | 30 minutes |
Area: 10-ft.-radius spread | ||
Sends a short message 1 mile/level. |
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You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects. |