Don't like ads? PRO users don't see any ads ;-)
Guest

Enchantment (arcane)

By: TFW on May 23rd, 2012  |  syntax: None  |  size: 40.33 KB  |  hits: 54  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. Stupor
  2. Enchantment [Mind-Affecting]
  3. Level: Asn 1, Clr 1, Sor/Wiz 1
  4. Components: S, M
  5. Casting Time: 1 minute
  6. Range: Touch
  7. Area: One helpless creature
  8. Duration: 1 hour/level
  9. Saving Throw: Fortitude negates
  10. Spell Resistance: Yes
  11. The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.
  12. Material Component: A puffball mushroom.
  13.  
  14. Drug Resistance
  15. Enchantment
  16. Level: Clr 1, Sor/Wiz 1
  17. Components: V, M
  18. Casting Time: 1 action
  19. Range: Touch
  20. Target: One living creature
  21. Duration: 1 hour/level
  22. Saving Throw: Fortitude negates (harmless)
  23. Spell Resistance: Yes (harmless)
  24. The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell’s duration. This spell does not free the target from the effects of an addiction already incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies.
  25. Material Component: Three drops of pure water.
  26.  
  27. Sacrificial Skill
  28. Enchantment [Evil]
  29. Level: Asn 2, Clr 1, Sor/Wiz 1
  30. Components: V, S, M
  31. Casting Time: 1 action
  32. Range: Personal
  33. Target: Caster
  34. Duration: 1 minute/level
  35. The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to
  36. evil gods. See Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods.
  37. Material Component: A lock of hair taken from an unwilling humanoid.
  38.  
  39. DISTRACT ASSAILANT
  40. Enchantment (Compulsion)
  41. [Mind-Affecting]
  42. Level: Assassin 1, sorcerer/wizard 1
  43. Components: V, S, M
  44. Casting Time: 1 swift action
  45. Range: Close (25 ft. + 5 ft./2 levels)
  46. Target: One creature
  47. Duration: 1 round
  48. Saving Throw: Will negates
  49. Spell Resistance: Yes
  50. The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A creature affected by this spell is flat-footed until the beginning of its next turn.
  51. Material Component: The dried wing of a fly.
  52.  
  53. Inhibit
  54. Enchantment (Compulsion) [Mind-Affecting]
  55. Level: Brd 1, Clr 1, Sor/Wiz 1
  56. Components: V, S
  57. Casting Time: 1 standard action
  58. Range: Medium (100 ft. + 10 ft./level)
  59. Target: One creature
  60. Duration: Instantaneous
  61. Saving Throw: Will negates
  62. Spell Resistance: Yes
  63. The caster inhibits his foe from acting.
  64. The subject is forced to delay until the following round, acting immediately before the caster on the caster’s initiative count.
  65.  
  66. Incite
  67. Enchantment (Compulsion) [Mind-Affecting]
  68. Level: Brd 1, Clr 1, Sor/Wiz 1
  69. Components: V, S
  70. Casting Time: 1 standard action
  71. Range: Close (25 ft. + 5 ft./2 levels)
  72. Target: One creature
  73. Duration: 1 min./level
  74. Saving Throw: Will negates
  75. Spell Resistance: Yes
  76. This spell incites the subject into acting.
  77. The subject is not allowed to delay or to ready an action. If the subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it may act as normal but can’t later ready another action while the spell remains in effect.
  78.  
  79. POWER WORD FATIGUE
  80. Enchantment (Compulsion) [Mind-Affecting]
  81. Level: Sorcerer/wizard 1
  82. Components: V
  83. Casting Time: 1 standard action
  84. Range: Close (25 ft. + 5 ft./2 levels)
  85. Target: One living creature with 100 hp or less
  86. Duration: See text
  87. Saving Throw: None
  88. Spell Resistance: Yes
  89. With a syllable, you sap vigor from your target.
  90. You utter a single word of power that instantly causes one creature of your choice to become fatigued, whether the creature can hear the word or not. (A fatigued creature instead becomes exhausted for the spell’s duration, then reverts to being fatigued.) The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word fatigue.
  91. Hit Points   Duration
  92. 25 or less   1d4+1 hours
  93. 26–50        1d4+1 minutes
  94. 51–100       1d4+1 rounds
  95.  
  96. POWER WORD PAIN
  97. Enchantment (Compulsion) [Mind-Affecting]
  98. Level: Sorcerer/wizard 1
  99. Components: V
  100. Casting Time: 1 standard action
  101. Range: Close (25 ft. + 5 ft./2 levels)
  102. Target: One living creature with 100 hp or less
  103. Duration: See text
  104. Saving Throw: None
  105. Spell Resistance: Yes
  106. A word you speak causes continuing pain to your target.
  107. You utter a single word of power that instantly deals 1d6 points of damage to one creature of your choice, and another 1d6 points in every round thereafter for as long as the spell lasts.
  108. The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word pain.
  109. Hit Points    Duration
  110. 50 or less    4d4 rounds
  111. 51–75         2d4 rounds
  112. 76–100        1d4 rounds
  113.  
  114. Yoke of Mercy
  115. Enchantment (Compulsion) [Good, Mind-Affecting]
  116. Level: Apostle of peace 2,sorcerer/wizard 2
  117. Components: V, Abstinence
  118. Casting Time: 1 standard action
  119. Range: Close (25 ft. + 5 ft./2 levels)
  120. Target: One creature
  121. Duration: 1 round/level
  122. Saving Throw: Will negates
  123. Spell Resistance: No
  124. This spell compels a creature up to 4 HD more than the caster’s level to fight in a merciful manner. Specifically, the creature deals nonlethal damage with its attacks, avoids using damaging spells or spell-like abilities, and does not deliver a coup de grace to a helpless foe.
  125. Abstinence Component: You must not have dealt damage, by spell or any other means, to another living creature within the last 8 hours before casting this spell.
  126.  
  127. Masochism
  128. Enchantment [Evil]
  129. Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2
  130. Components: V, S, M
  131. Casting Time: 1 action
  132. Range: Personal
  133. Target: Caster
  134. Duration: 1 round/level
  135. For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It’s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell’s duration.
  136. Material Component: A leather strap that has been soaked in the caster’s blood.
  137.  
  138. Sadism
  139. Enchantment [Evil]
  140. Level: Asn 3, Blk 3, Clr 3, Pain 2, Sor/Wiz 2
  141. Components: V, S, M
  142. Casting Time: 1 action
  143. Range: Personal
  144. Target: Caster
  145. Duration: 1 round/level
  146. For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It’s possible to get a luck bonus for multiple
  147. rounds if she deals damage in more than one round during the spell’s duration.
  148. Material Component: A leather strap that has been soaked in human blood.
  149.  
  150. Sap Strength
  151. Enchantment [Evil]
  152. Level: Clr 2, Sor/Wiz 2
  153. Components: V, S, M
  154. Casting Time: 1 action
  155. Range: Touch
  156. Target: One living creature
  157. Duration: Instantaneous
  158. Saving Throw: Fortitude negates
  159. Spell Resistance: Yes
  160. The caster drains the personal wellbeing from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.
  161. Material Component: A long needle and a tiny glass bottle.
  162.  
  163. Entice Gift
  164. Enchantment [Mind-Affecting]
  165. Level: Greed 2, Sor/Wiz 2
  166. Components: V, S
  167. Casting Time: 1 action
  168. Range: Close (25 ft. + 5 ft./2 levels)
  169. Target: One creature
  170. Duration: 1 round
  171. Saving Throw: Will negates
  172. Spell Resistance: Yes
  173. The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell. On the creature’s next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action. This spell allows the caster to act out of turn and accept the “gift” if the creature reaches her to hand the caster the object (assuming she has a
  174. free hand and can carry the object). The subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.
  175.  
  176. MINDLESS RAGE
  177. Enchantment (Compulsion) [Mind-Affecting]
  178. Level: Bard 2, sorcerer/wizard 2
  179. Components: V, S, F
  180. Casting Time: 1 standard action
  181. Range: Close (25 ft. + 5 ft./2 levels)
  182. Target: One creature
  183. Duration: 1 round/level
  184. Saving Throw: Will negates
  185. Spell Resistance: Yes
  186. You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat. The target must be able to see you when you cast this spell. If the subject later loses line of sight to you, the spell immediately ends. (A subject can’t voluntarily break line of
  187. sight with you, such as by closing its eyes, to end this spell prematurely.)
  188. If the subject threatens you, it must make a full attack against you using its melee weapons or natural melee attacks. If the subject doesn’t threaten you, it must move at up to twice its speed, ending its movement as close to you as possible. If it moves close enough with a single move to
  189. threaten you, it may stop and make a melee attack against you as normal.
  190. While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats—either offensive or defensive. However, the subject can’t make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can’t make any attack against a creature other than
  191. you.
  192. The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For
  193. example, an affected creature will not charge off a cliff in an attempt to reach you.
  194. An interesting side effect of mindless rage occurs when the spell affects any character or creature with the rage ability (such as a barbarian). In these cases, the mindless rage spell automatically activates the character’s rage ability (and counts as one of the character’s uses of rage for that day).
  195. Focus: A scarlet handkerchief or similar piece of cloth, waved in the target’s direction while you vocalize the verbal component.
  196.  
  197. TORRENT OF TEARS
  198. Enchantment (Compulsion) [Mind-Affecting]
  199. Level: Bard 2, sorcerer/wizard 2, wu jen 2 (water)
  200. Components: V, S, M
  201. Casting Time: 1 standard action
  202. Range: Close (25 ft. + 5 ft./2 levels)
  203. Target: One living creature
  204. Duration: 5 rounds
  205. Saving Throw: Will negates
  206. Spell Resistance: Yes
  207. Tears pour from the subject's eyes, and his body is wracked with sobs.
  208. You force the subject to cry by drawing forth the water of his tears. For the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect.
  209. Material Component: A single tear.
  210.  
  211. Charm Person or Ghost
  212. Enchantment (Charm) [Ectomancy, Mind-Affecting]
  213. Level: Brd 2, Sor/Wiz 2
  214. As charm person, except that it also affects ghosts.
  215.  
  216. Mechanus Mind
  217. Enchantment (Compulsion) [Lawful, Mind-Affecting]
  218. Level: Sorcerer/wizard 2
  219. Components: V, S
  220. Casting Time: 1 standard action
  221. Range: Touch
  222. Target: Creature touched
  223. Duration: 1 min./level
  224. Saving Throw: Fortitude negates (harmless)
  225. Spell Resistance: Yes (harmless)
  226. Like entities that inhabit the plane of Mechanus, the subject of Mechanus mind temporarily becomes a being of focused order. The subject gains a +4 bonus on Will saving throws to resist mind-affecting spells.
  227. While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 bonus on all Intelligence-based checks, but takes a –2 penalty on Charisma-based checks.
  228.  
  229. PROUD ARROGANCE
  230. Enchantment (Charm)
  231. Level: Bard 2, sorcerer/wizard 2
  232. Components: V, S, M
  233. Casting Time: 1 standard action
  234. Range: Medium (100 ft. + 10 ft./level)
  235. Target: One creature/level, no two of which can be more than 30 ft. apart
  236. Duration: 1 min./level
  237. Saving Throw: Will negates (harmless)
  238. Spell Resistance: Yes (harmless)
  239. This spell lets a group of creatures resist effects that convince them they should not be following their present course of action. The creatures affected gain a +4 resistance bonus on saves against charm, compulsion, and fear effects.
  240. The proud arrogance spell only functions for creatures of the same race as the caster. In other words, a human wizard casting the spell can target only humans with it.
  241. Material Component: A piece of polished brass.
  242.  
  243. POWER WORD SICKEN
  244. Enchantment (Compulsion) [Mind-Affecting]
  245. Level: Sorcerer/wizard 2
  246. Components: V
  247. Casting Time: 1 standard action
  248. Range: Close (25 ft. + 5 ft./2 levels)
  249. Target: One living creature with 100 hp or less
  250. Duration: See text
  251. Saving Throw: None
  252. Spell Resistance: Yes
  253. You speak a mildly revolting word of power.
  254. You utter a single word of power that instantly causes one creature of your choice to become sickened, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word sicken.
  255. Hit Points     Duration
  256. 25 or less     1d4+1 hours
  257. 26–50          1d4+1 minutes
  258. 51–100         1d4+1 rounds
  259.  
  260. UNFETTERED GRASP
  261. Enchantment (Compulsion) [Mind-Affecting]
  262. Level: Sorcerer/wizard 2
  263. Components: V
  264. Casting Time: 1 standard action
  265. Range: Close (25 ft. + 5 ft./2 levels)
  266. Target: One grappling or pinned creature
  267. Duration: Instantaneous
  268. Saving Throw: None
  269. Spell Resistance: Yes
  270. You speak a word of emancipation.
  271. Upon casting this spell, you force the target creature to immediately attempt a grapple check. If it succeeds on that check, the creature immediately ends and escapes from any grapple or pin that it is currently subject to (even if it isn’t the creature’s turn). Typically, this spell is used to free an ally from the grasp of a creature that is larger and/or stronger than the ally.
  272. This spell was developed by dragonborn sorcerers to better face the threat of their enormous dragon enemies (many of which have the ability to snatch up smaller foes).
  273.  
  274. MINDBURN
  275. Enchantment (Compulsion) [Mind-Affecting]
  276. Level: Sorcerer/wizard 2
  277. Components: V, S, M
  278. Casting Time: 1 standard action
  279. Range: Close (25 ft. + 5 ft./2 levels)
  280. Target: One creature
  281. Duration: 1 round/3 levels
  282. Saving Throw: Will negates; see text
  283. Spell Resistance: Yes
  284. This spell attacks a creature’s mind, causing the target to lose its highest-level remaining spell, spell slot, or infusion slot each round.
  285. The target gets a save to avoid this effect each round. On its first successful save, the spell ends.
  286. Material Component: An empty crystal vial.
  287.  
  288. Warcry
  289. Enchantment (Compulsion) [Mind-Affecting]
  290. Level: Bard 3, champion of Gwynharwyf 2, sorcerer/wizard 3
  291. Components: V
  292. Casting Time: 1 standard action
  293. Range: 30 ft.
  294. Effect: Cone-shaped burst
  295. Duration: Instantaneous
  296. Saving Throw: Fortitude negates
  297. Spell Resistance: Yes
  298. You unleash a tremendous battle cry that causes creatures within a 30-foot cone to cower in fear for 1d4 rounds. Any creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions. Foes gain a +2 bonus to hit cowering creatures.
  299.  
  300. Evil Eye
  301. Enchantment [Evil]
  302. Level: Mortal Hunter 2, Sor/Wiz 3
  303. Components: S
  304. Casting Time: 1 action
  305. Range: Close (25 ft. + 5 ft./2 levels)
  306. Target: One creature
  307. Duration: Instantaneous (see text)
  308. Saving Throw: Will negates
  309. Spell Resistance: Yes
  310. The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a –4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.
  311.  
  312. Dolorous Motes
  313. Enchantment (Compulsion) [Mind-Affecting]
  314. Level: Bard 4, sorcerer/wizard 3
  315. Components: V, S, Sacrifice
  316. Casting Time: 1 standard action
  317. Range: Long (400 ft. + 40 ft./level)
  318. Effect: 1 10-ft. cube/level
  319. Duration: 1 round/level (D)
  320. Saving Throw: Will negates; see text
  321. Spell Resistance: Yes
  322. This spell creates flickering motes of light that cause intense mental anguish.
  323. Creatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round. A new save may be made each round. Leaving and then re-entering a cloud of motes forces a new save.
  324. The caster can create one large cloud of flickering motes or several smaller clouds. For example, a 5th-level caster could create five separate clouds, each filling a 10-foot cube anywhere within the spell’s range. Conversely, the caster can group one or more 10-foot-cubes together to form larger clouds or barriers. The affected cubes need not be adjacent to one another, but each cloud is stationary once placed.
  325. Sacrifice: 1d3 points of Wisdom damage.
  326.  
  327. Elation
  328. Enchantment [Mind-Affecting]
  329. Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, sorcerer/wizard 3
  330. Components: V, S
  331. Casting Time: 1 standard action
  332. Range: 80 ft.
  333. Targets: Allies in an 80-ft.-radius spread of you
  334. Duration: 1 round/level
  335. Saving Throw: Will negates (harmless)
  336. Spell Resistance: Yes (harmless)
  337. Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.
  338. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
  339.  
  340. BOTHERSOME BABBLE
  341. Enchantment (Compulsion) [Mind-Affecting]
  342. Level: Bard 2, hexblade 2, sorcerer/wizard 3
  343. Components: V, S
  344. Casting Time: 1 standard action
  345. Range: Close (25 ft. + 5 ft./2 levels)
  346. Target: One creature
  347. Duration: 3 rounds
  348. Saving Throw: Will negates
  349. Spell Resistance: Yes
  350. A sudden confused look appears on your target's face as the words coining from his mouth become nonsense.
  351. The subject can't make himself understood through verbal communication. No matter how hard he tries, he can't speak a language, but only utters nonsense sounds. His ability to write is unimpeded. To cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell's save DC + level of the spell to be cast.
  352. If you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect. As long as both spells' durations last, the subject's speech is physically painful to it. In any round in which the creature speaks, it takes ld8 points of damage. Treat this as continuous damage for the purpose of making Concentration checks to cast spells. When the first duration ends, this secondary effect is replaced by the normal effect of the spell.
  353.  
  354. Miser’s Envy
  355. Enchantment (Compulsion) [Mind-Affecting]
  356. Level: Brd 2, Sor/Wiz 3
  357. Components: V, S, M
  358. Casting Time: 1 standard action
  359. Range: Close (25 ft. + 5 ft./2 levels)
  360. Target: One living creature and one object (see text)
  361. Duration: 1 round/level
  362. Saving Throw: Will negates and None (object)
  363. Spell Resistance: Yes and No (object)
  364. When you cast this spell, you designate a target creature and a target object, both of which must be within the spell’s range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).
  365. Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away.
  366. Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.
  367.  
  368. Suppress Breath Weapon
  369. Enchantment (Compulsion) [Mind-Affecting]
  370. Level: Brd 3, Sor/Wiz 3
  371. Components: V
  372. Casting Time: 1 standard action
  373. Range: Close (25 ft. + 5 ft./2 levels)
  374. Target: One creature
  375. Duration: 1 minute/level
  376. Saving Throw: Will negates
  377. Spell Resistance: Yes
  378. The target of this spell cannot choose to use its breath weapon unless “forced” to do so by an enchantment (compulsion) spell of higher level, such as lesser geas.
  379.  
  380. Persuade to Manifest
  381. Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  382. Level: Brd 2, Sor/Wiz 3
  383. Components: V, S
  384. Casting Time: 1 full round
  385. Range: Touch
  386. Target: Dead creature touched
  387. Duration: Instantaneous
  388. Saving Throw: Yes (harmless)
  389. Spell Resistance: Yes (harmless)
  390. This spell sends a powerful signal to the soul of a creature that has died and not yet manifested on the Material Plane or passed on to the True Afterlife. The soul immediately appears on the Ethereal Plane and can immediately make a Wisdom check with a +10 morale bonus to manifest on the Material Plane. If that check is failed, the ghost may make Wisdom checks normally every minute to manifest.
  391.  
  392. POWER WORD DEAFEN
  393. Enchantment (Compulsion) [Mind-Affecting]
  394. Level: Sorcerer/wizard 3
  395. Components: V
  396. Casting Time: 1 standard action
  397. Range: Close (25 ft. + 5 ft./2 levels)
  398. Target: One living creature with 100 hp or less
  399. Duration: See text
  400. Saving Throw: None
  401. Spell Resistance: Yes
  402. A single word from your lips overwhelms your foe’s hearing.
  403. You utter a single word of power that instantly causes one creature of your choice to become deafened, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word deafen.
  404. Hit Points    Duration
  405. 25 or less    Permanent
  406. 26–50         1d4+1 minutes
  407. 51–100        1d4+1 rounds
  408.  
  409. POWER WORD MALADROIT
  410. Enchantment (Compulsion) [Mind-Affecting]
  411. Level: Sorcerer/wizard 3
  412. Components: V
  413. Casting Time: 1 standard action
  414. Range: Close (25 ft. + 5 ft./2 levels)
  415. Target: One living creature with 75 hp or less
  416. Duration: See text
  417. Saving Throw: None
  418. Spell Resistance: Yes
  419. You speak a word to make your target ungainly and awkward.
  420. You utter a single word of power that instantly causes one creature of your choice to become clumsier, dealing 2 points of damage to its Dexterity, whether the creature can hear the word or not. The specific effect and duration of the spell depend on the target’s current hit point total, as shown below. Any creature that currently has 75 or more hit points is unaffected by power word maladroit.
  421. Hit Points    Effect/Duration
  422. 25 or less    The Dexterity damage is ability drain instead
  423. 26–50         Dexterity damage lasts 1d4+1 minutes
  424. 51–75         Dexterity damage lasts 1d4+1 rounds
  425.  
  426. POWER WORD WEAKEN
  427. Enchantment (Compulsion) [Mind-Affecting]
  428. Level: Sorcerer/wizard 3
  429. Components: V
  430. Casting Time: 1 standard action
  431. Range: Close (25 ft. + 5 ft./2 levels)
  432. Target: One living creature with 75 hp or less
  433. Duration: See text
  434. Saving Throw: None
  435. Spell Resistance: Yes
  436. With a word, you sap strength from your target.
  437. You utter a single word of power that instantly causes one creature of your choice to become weaker, dealing 2 points of damage to its Strength, whether the creature can hear the word or not. The specific effect and duration of the spell depend on the target’s current hit point total, as shown below. Any creature that currently has 75 or more hit points is unaffected by power word weaken.
  438. Hit Points          Effect/Duration
  439. 25 or less          The Strength damage is ability drain instead
  440. 26–50               Strength damage lasts 1d4+1 minutes
  441. 51–75               Strength damage lasts 1d4+1 rounds
  442.  
  443. TORMENTING THIRST
  444. Enchantment (Compulsion) [Mind-Affecting]
  445. Level: Bard 3, sorcerer/wizard 3, Thirst 3
  446. Components: V, S
  447. Casting Time: 1 standard action
  448. Range: Close (25 ft. + 5 ft./2 levels)
  449. Target: One living creature
  450. Duration: 1 round/level
  451. Saving Throw: Will negates
  452. Spell Resistance: Yes
  453. This spell fills the subject with a terrible sense of thirst. Desperate and unable to focus on any other goal, it must drink as deeply as it can. The affected creature runs to the nearest body of water in sight, grabs and empties the closest container of water or liquor (even those carried by allies), or runs toward the nearest known source of water.
  454. No matter how much the subject drinks, the sensation of thirst is not quenched.
  455. If denied the opportunity to quench its thirst, an affected creature flies into a rage similar to the barbarian class feature (see page 25 of the Player’s Handbook). The subject attacks friend and foe alike in its quest to find water, though not necessarily with lethal force.
  456.  
  457. MELF'S SLUMBER ARROWS
  458. Enchantment (Compulsion) [Mind-Affecting]
  459. Level: Bard 4, sorcerer/wizard 4
  460. Components: V, S, M
  461. Casting Time: 1 standard action
  462. Range: Touch
  463. Target: 1 arrow/3 levels
  464. Duration: 1 round/level
  465. Saving Throw: Fortitude partial
  466. Spell Resistance: Yes
  467. A single arrow gleams like a star in the night, promising a deathlike slumber to its target.
  468. At any time during this spell's duration, you can use a swift action to imbue an arrow that you hold with the power of slumber. Any creature of 15 HD or less that is dealt damage by this arrow before the end of your turn falls asleep for 1 hour. A successful Will save means the target becomes fatigued for 1 hour instead.
  469. Any arrow that doesn't deal damage to a target before your turn ends loses its magic (but can be imbued again on your next turn).
  470. You can imbue one arrow for every three caster levels you have (maximum five arrows).
  471. Material Component: A few poppy seeds.
  472.  
  473. VECNA'S MALEVOLENT WHISPER
  474. Enchantment (Compulsion) [Death, Mind-Affecting]
  475. Level: Sorcerer/wizard 4
  476. Components: V
  477. Casting Time: 1 standard action
  478. Range: Close (25 ft. + 5 ft./2 levels)
  479. Target: One living creature that has 10 hit points or fewer
  480. Duration: Instantaneous
  481. Saving Throw: None
  482. Spell Resistance: Yes
  483. You whisper a horrific word of power that rends the soul of your subject.
  484. A weaker (and perhaps older) variant of the power word spells, this horrible malediction was supposedly created by the Whispered One himself, long before his ascension to godhood. The subject of the spell is reduced to - 9 hit points (no roll to check for becoming stable is necessary).
  485.  
  486. Hold Person or Ghost
  487. Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  488. Level: Brd 3, Clr 3, Ghost 2, Sor/Wiz 4
  489. As hold person, except that it also affects ghosts.
  490.  
  491. POWER WORD DISTRACT
  492. Enchantment (Compulsion) [Mind-Affecting]
  493. Level: Sorcerer/wizard 4
  494. Components: V
  495. Casting Time: 1 standard action
  496. Range: Close (25 ft. + 5 ft./2 levels)
  497. Target: One living creature with 150 hp or less
  498. Duration: Instantaneous
  499. Saving Throw: None
  500. Spell Resistance: Yes
  501. A single word from your lips renders your foe vulnerable and distracted.
  502. You utter a single word of power that instantly causes one creature of your choice to become briefly distracted, whether the creature can hear the word or not. The creature is treated as flat-footed until its next turn. Any creature that currently has 151 or more hit points is unaffected by power word distract.
  503.  
  504. SIREN’S CALL
  505. Enchantment (Compulsion) [Mind-Affecting]
  506. Level: Bard 3, Seafolk 4, sorcerer/wizard 4
  507. Components: V, S
  508. Casting Time: 1 action
  509. Range: Close (25 ft. + 5 ft./2 levels)
  510. Target: One creature/2 levels, no two of which can be more than 30 ft. apart
  511. Duration: 1 round/level (D)
  512. Saving Throw: Will negates
  513. Spell Resistance: Yes
  514. The targets of this spell hear a sudden, distant song that instills in them a longing for the sea. Those who have heard it compare it to the song of a siren.
  515. A target who fails a saving throw against this spell moves immediately toward the nearest stretch of ocean that it can find and attempts to completely submerse itself in the water.
  516. This flight will be by the safest means possible, withdrawing from combat, fighting defensively, and not passing through threatened areas.
  517. The target will only fight if someone actively attempts to prevent it from following through with its
  518. search for the ocean; if this fight is with an ally, the target is granted a second saving throw to throw off the effects of the spell.
  519. In some environments, this means that those affected simply flee in the direction of the nearest coast. Along a shoreline, targets often plunge into the surf. Aboard ship, they leap overboard. If the subject has no idea where to find a substantial body of water, it simply chooses a random direction and continues until the spell expires.
  520. Once the spell’s subjects are in the water, they begin swimming toward the deepest part of it they can reach, immersing themselves completely and refusing to come up for air, though they hold their breath as long as they are able.
  521.  
  522. CHARM PERSON, MASS
  523. Enchantment (Charm) [Mind-Affecting]
  524. Level: Bard 4, sorcerer/wizard 5
  525. Components: V, S
  526. Casting Time: 1 standard action
  527. Range: Close (25 ft. + 5 ft./2 levels)
  528. Target: One or more creatures, no two of which can be more than 30 ft. apart
  529. Duration: 1 hour/level
  530. Saving Throw: Will negates
  531. Spell Resistance: Yes
  532. This spell functions like charm person, except that mass charm person affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
  533. 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.
  534.  
  535. POWER WORD DISABLE
  536. Enchantment (Compulsion) [Mind-Affecting]
  537. Level: Sorcerer/wizard 5
  538. Components: V
  539. Casting Time: 1 standard action
  540. Range: Close (25 ft. + 5 ft./2 levels)
  541. Target: One living creature with 50 hp or less
  542. Duration: Instantaneous
  543. Saving Throw: None
  544. Spell Resistance: Yes
  545. A word you speak puts your target on the brink of collapse.
  546. You utter a single word of power that instantly reduces the hit points of one creature of your choice to 0. Any creature that currently has 51 or more hit points is unaffected by power word disable.
  547.  
  548. SLEEP MOTE
  549. Enchantment (Compulsion) [Mind-Affecting]
  550. Level: Druid 5, sorcerer/wizard 5
  551. Components: V, S, M/DF
  552. Casting Time: 1 standard action
  553. Range: Medium (100 ft. + 10 ft./level)
  554. Effect: 5-ft.-diameter sphere
  555. Duration: 1 round/level; see text
  556. Saving Throw: Will partial
  557. Spell Resistance: Yes
  558. You create a dust devil composed of slumber-inducing particles. It flies at a speed of 30 feet per round (perfect maneuverability), and you can concentrate on controlling its every movement
  559. or specify a simple program. Directing the vortex’s movement is a move action, while changing its programmed movement is a standard action. If you don’t move or program the vortex, it merely stays at rest, spinning and howling. The vortex dissipates if it exceeds the spell’s range.
  560. If the sleep mote enters a space with a creature, it stops moving for the round and causes a magical slumber to come upon any creature whose space it completely engulfs that fails a Will saving throw (thus, creatures larger than Medium size have immunity to a sleep mote). Even on a successful Will saving throw, affected creatures are sleepy, and take a –2 penalty on all Wisdom, Intelligence, and Charisma checks for the spell’s duration.
  561. 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 mote has no effect on unconscious creatures.
  562. Arcane Material Component: A pinch of fine sand and a live cricket.
  563.  
  564. GLIMPSE OF ETERNITY
  565. Enchantment (Compulsion) [Mind-Affecting]
  566. Level: Bard 5, sorcerer/wizard 5
  567. Components: V, S, M
  568. Casting Time: 1 standard action
  569. Range: Close (25 ft. + 5 ft./2 levels)
  570. Target: One creature
  571. Duration: 1 round/3 levels
  572. Saving Throw: Will partial; see text
  573. Spell Resistance: Yes
  574. You call upon the ancestral memory and experience of the long-lived elves, visiting all the burden of that knowledge on a single creature. The target of the spell takes 1d6 points of nonlethal damage per caster level (maximum 15d6) and is confused for the duration of the spell unless it makes a Will save. A successful save results in half damage and negates the confusion.
  575. Elves and similarly long-lived creatures are affected normally by this spell. No creature can experience millennia of knowledge in such a short time without feeling its weight.
  576. Material Component: A pinch of dust from an hourglass.
  577.  
  578. Wages of Sin
  579. Enchantment (Compulsion) [Good, Mind-Affecting]
  580. Level: Sorcerer/wizard 6
  581. Components: V, Abstinence
  582. Casting Time: 1 standard action
  583. Range: Medium (100 ft. + 10 ft/level)
  584. Target: One evil creature/level
  585. Duration: 1 round/level
  586. Saving Throw: Will negates
  587. Spell Resistance: Yes
  588. The affected creatures’ own evil thoughts and impulses blossom in their minds into intense suspicion and distrust. Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge. Affected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes.
  589. Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.
  590.  
  591. TRANSFIX
  592. Enchantment (Compulsion) [Mind-Affecting]
  593. Level: Sorcerer/wizard 6, wu jen 6
  594. Components: V, S, M
  595. Casting Time: 1 round
  596. Range: Medium (100 ft. + 10 ft./level)
  597. Area: One or more humanoids within a 10-ft.-radius emanation
  598. Duration: 1 hour/level
  599. Saving Throw: Will negates
  600. Spell Resistance: Yes
  601. This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”).
  602. Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.
  603. So long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effects.
  604. Material Component: A drop of pine resin.
  605.  
  606. ENDLESS SLUMBER
  607. Enchantment (Compulsion) [Mind-Affecting]
  608. Level: Bard 5, sorcerer/wizard 6
  609. Components: V, S, M
  610. Casting Time: 1 full round
  611. Range: Close (25 ft. + 5 ft./2 levels)
  612. Target: One living creature
  613. Duration: Permanent
  614. Saving Throw: Will negates
  615. Spell Resistance: Yes
  616. As you utter the final syllable, your foe's eyes roll up in her head. She falls, snoring softly even as she hits the ground.
  617. You put a single subject into a magically induced slumber that lasts indefinitely.
  618. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately. The subject can attempt a new save every 24 hours to awaken early. The subject does not need to eat or drink during this time.
  619. Material Component: A pinch of black sand.
  620.  
  621. Freezing Glance
  622. Enchantment [Cold]
  623. Level: Sorcerer/wizard 6
  624. Components: V, S
  625. Casting Time: 1 standard action
  626. Range: Close (25 ft. + 5 ft./2 levels)
  627. Target: One living creature
  628. Duration: 1 round/level; see text
  629. Saving Throw: Will negates
  630. Spell Resistance: Yes
  631. Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare. Each round you may target a single living creature. It must make a Will saving throw or be frozen in place.
  632. Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further –4 penalty to Armor Class. Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze. A creature that has been immobilizing with a freezing glance, then restored to motion after an attack, can still be the target of the same freezing glance in a later round.
  633. Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level. In some cases, this can cause serious damage through exposure to the elements.
  634.  
  635. Dominate Person or Ghost
  636. Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  637. Level: Brd 5, Sor/Wiz 6
  638. As dominate person, except that it also affects ghosts.
  639.  
  640. CLOAK OF HATE
  641. Enchantment [Mind-Affecting]
  642. Level: Bard 5, cleric 6, sorcerer/wizard 6, Spite 6
  643. Components: V, S, M, DF
  644. Casting Time: 1 standard action
  645. Range: Close (25 ft. + 5 ft./2 levels)
  646. Target: One living creature
  647. Duration: 1 day/level
  648. Saving Throw: Will negates
  649. Spell Resistance: Yes
  650. Living beings view the subject of this spell with instinctive hostility. All NPC reactions begin one category worse than they otherwise would (see page 72 of the Player’s Handbook), and any Diplomacy checks to moderate those reactions take a –10 circumstance penalty. Furthermore, people view the target in the worst possible light. If, for example, a community is hunting for an unknown murderer, they will assume that the subject of the spell is guilty of the crime. Player characters and NPCs who know the subject well, such as old friends or loved ones, are unaffected.
  651. Material Component: One ounce of bile.
  652.  
  653. POWER WORD NAUSEATE
  654. Enchantment (Compulsion) [Mind-Affecting]
  655. Level: Sorcerer/wizard 6
  656. Components: V
  657. Casting Time: 1 standard action
  658. Range: Close (25 ft. + 5 ft./2 levels)
  659. Target: One living creature with 150 hp or less
  660. Duration: See text
  661. Saving Throw: None
  662. Spell Resistance: Yes
  663. You speak a word of power so disgusting that your target retches.
  664. You utter a single word of power that instantly causes one creature of your choice to become nauseated, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word nauseate.
  665. Hit Points    Duration
  666. 50 or less    2d4+2 rounds
  667. 51–100        1d4+1 rounds
  668. 101–150       1 round
  669.  
  670. SYMBOL OF THIRST
  671. Enchantment (Compulsion) [Mind-Affecting]
  672. Level: Cleric 6, sorcerer/wizard 6, Thirst 6
  673. Components: V, S, M
  674. Casting Time: 10 minutes
  675. Range: 0 ft.; see text
  676. Target: One symbol
  677. Duration: See text
  678. Saving Throw: Will negates
  679. Spell Resistance: Yes
  680. This spell functions like symbol of death (see page 289 of the Player’s Handbook), except that all creatures within 60 feet of a symbol of thirst are consumed by a terrible sense of thirst (as the tormenting thirst spell; see below) for 10 minutes per caster level.
  681. Note: Magic traps, such as symbol of thirst, are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of thirst and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of thirst.
  682. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
  683.  
  684. CONTROL ELEMENTAL
  685. Enchantment (Compulsion) [Mind-Affecting]
  686. Level: Sorcerer/wizard 6
  687. Components: V, S
  688. Casting Time: 1 standard action
  689. Range: Close (25 ft. + 5 ft./2 levels)
  690. Target: One elemental with HD no greater than twice your caster level
  691. Duration: 1 minute/level
  692. Saving Throw: Will negates
  693. Spell Resistance: Yes
  694. This spell enables you to command an elemental for a short period of time. While a spellcaster does not normally have line of effect to a bound elemental, which remains bound by a Khyber shard, a caster can establish line of effect by maintaining physical contact with the dragonshard while casting this spell. In such a case, the caster of control elemental would also need to have contact with the Khyber shard binding the elemental, or in the case of an elemental vessel, access to the helm, whenever he wished to give the elemental an order.
  695. The elemental is commanded by voice and understands you, no matter what language you speak. Even if vocal communication is impossible (in the area of a silence spell, for instance), the targeted elemental does not attack you. When the spell’s duration expires, the target elemental reverts to its normal behavior and remembers that you controlled it.