- Stupor
- Enchantment [Mind-Affecting]
- Level: Asn 1, Clr 1, Sor/Wiz 1
- Components: S, M
- Casting Time: 1 minute
- Range: Touch
- Area: One helpless creature
- Duration: 1 hour/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- 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.
- Material Component: A puffball mushroom.
- Drug Resistance
- Enchantment
- Level: Clr 1, Sor/Wiz 1
- Components: V, M
- Casting Time: 1 action
- Range: Touch
- Target: One living creature
- Duration: 1 hour/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- Material Component: Three drops of pure water.
- Sacrificial Skill
- Enchantment [Evil]
- Level: Asn 2, Clr 1, Sor/Wiz 1
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 minute/level
- The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to
- evil gods. See Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods.
- Material Component: A lock of hair taken from an unwilling humanoid.
- DISTRACT ASSAILANT
- Enchantment (Compulsion)
- [Mind-Affecting]
- Level: Assassin 1, sorcerer/wizard 1
- Components: V, S, M
- Casting Time: 1 swift action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- Material Component: The dried wing of a fly.
- Inhibit
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Brd 1, Clr 1, Sor/Wiz 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- The caster inhibits his foe from acting.
- The subject is forced to delay until the following round, acting immediately before the caster on the caster’s initiative count.
- Incite
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Brd 1, Clr 1, Sor/Wiz 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 min./level
- Saving Throw: Will negates
- Spell Resistance: Yes
- This spell incites the subject into acting.
- 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.
- POWER WORD FATIGUE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 1
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 100 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- With a syllable, you sap vigor from your target.
- 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.
- Hit Points Duration
- 25 or less 1d4+1 hours
- 26–50 1d4+1 minutes
- 51–100 1d4+1 rounds
- POWER WORD PAIN
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 1
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 100 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- A word you speak causes continuing pain to your target.
- 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.
- 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.
- Hit Points Duration
- 50 or less 4d4 rounds
- 51–75 2d4 rounds
- 76–100 1d4 rounds
- Yoke of Mercy
- Enchantment (Compulsion) [Good, Mind-Affecting]
- Level: Apostle of peace 2,sorcerer/wizard 2
- Components: V, Abstinence
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: No
- 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.
- 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.
- Masochism
- Enchantment [Evil]
- Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 round/level
- 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.
- Material Component: A leather strap that has been soaked in the caster’s blood.
- Sadism
- Enchantment [Evil]
- Level: Asn 3, Blk 3, Clr 3, Pain 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 round/level
- 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
- rounds if she deals damage in more than one round during the spell’s duration.
- Material Component: A leather strap that has been soaked in human blood.
- Sap Strength
- Enchantment [Evil]
- Level: Clr 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- 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.
- Material Component: A long needle and a tiny glass bottle.
- Entice Gift
- Enchantment [Mind-Affecting]
- Level: Greed 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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
- 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.
- MINDLESS RAGE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 2, sorcerer/wizard 2
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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
- sight with you, such as by closing its eyes, to end this spell prematurely.)
- 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
- threaten you, it may stop and make a melee attack against you as normal.
- 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
- you.
- The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For
- example, an affected creature will not charge off a cliff in an attempt to reach you.
- 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).
- Focus: A scarlet handkerchief or similar piece of cloth, waved in the target’s direction while you vocalize the verbal component.
- TORRENT OF TEARS
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 2, sorcerer/wizard 2, wu jen 2 (water)
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: 5 rounds
- Saving Throw: Will negates
- Spell Resistance: Yes
- Tears pour from the subject's eyes, and his body is wracked with sobs.
- 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.
- Material Component: A single tear.
- Charm Person or Ghost
- Enchantment (Charm) [Ectomancy, Mind-Affecting]
- Level: Brd 2, Sor/Wiz 2
- As charm person, except that it also affects ghosts.
- Mechanus Mind
- Enchantment (Compulsion) [Lawful, Mind-Affecting]
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- 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.
- PROUD ARROGANCE
- Enchantment (Charm)
- Level: Bard 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature/level, no two of which can be more than 30 ft. apart
- Duration: 1 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- 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.
- Material Component: A piece of polished brass.
- POWER WORD SICKEN
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 2
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 100 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- You speak a mildly revolting word of power.
- 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.
- Hit Points Duration
- 25 or less 1d4+1 hours
- 26–50 1d4+1 minutes
- 51–100 1d4+1 rounds
- UNFETTERED GRASP
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 2
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One grappling or pinned creature
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You speak a word of emancipation.
- 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.
- 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).
- MINDBURN
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/3 levels
- Saving Throw: Will negates; see text
- Spell Resistance: Yes
- This spell attacks a creature’s mind, causing the target to lose its highest-level remaining spell, spell slot, or infusion slot each round.
- The target gets a save to avoid this effect each round. On its first successful save, the spell ends.
- Material Component: An empty crystal vial.
- Warcry
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 3, champion of Gwynharwyf 2, sorcerer/wizard 3
- Components: V
- Casting Time: 1 standard action
- Range: 30 ft.
- Effect: Cone-shaped burst
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- 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.
- Evil Eye
- Enchantment [Evil]
- Level: Mortal Hunter 2, Sor/Wiz 3
- Components: S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous (see text)
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- Dolorous Motes
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 4, sorcerer/wizard 3
- Components: V, S, Sacrifice
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Effect: 1 10-ft. cube/level
- Duration: 1 round/level (D)
- Saving Throw: Will negates; see text
- Spell Resistance: Yes
- This spell creates flickering motes of light that cause intense mental anguish.
- 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.
- 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.
- Sacrifice: 1d3 points of Wisdom damage.
- Elation
- Enchantment [Mind-Affecting]
- Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: 80 ft.
- Targets: Allies in an 80-ft.-radius spread of you
- Duration: 1 round/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
- BOTHERSOME BABBLE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 2, hexblade 2, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 3 rounds
- Saving Throw: Will negates
- Spell Resistance: Yes
- A sudden confused look appears on your target's face as the words coining from his mouth become nonsense.
- 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.
- 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.
- Miser’s Envy
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Brd 2, Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature and one object (see text)
- Duration: 1 round/level
- Saving Throw: Will negates and None (object)
- Spell Resistance: Yes and No (object)
- 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).
- 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.
- Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.
- Suppress Breath Weapon
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Brd 3, Sor/Wiz 3
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 minute/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- Persuade to Manifest
- Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
- Level: Brd 2, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 full round
- Range: Touch
- Target: Dead creature touched
- Duration: Instantaneous
- Saving Throw: Yes (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- POWER WORD DEAFEN
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 3
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 100 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- A single word from your lips overwhelms your foe’s hearing.
- 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.
- Hit Points Duration
- 25 or less Permanent
- 26–50 1d4+1 minutes
- 51–100 1d4+1 rounds
- POWER WORD MALADROIT
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 3
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 75 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- You speak a word to make your target ungainly and awkward.
- 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.
- Hit Points Effect/Duration
- 25 or less The Dexterity damage is ability drain instead
- 26–50 Dexterity damage lasts 1d4+1 minutes
- 51–75 Dexterity damage lasts 1d4+1 rounds
- POWER WORD WEAKEN
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 3
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 75 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- With a word, you sap strength from your target.
- 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.
- Hit Points Effect/Duration
- 25 or less The Strength damage is ability drain instead
- 26–50 Strength damage lasts 1d4+1 minutes
- 51–75 Strength damage lasts 1d4+1 rounds
- TORMENTING THIRST
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 3, sorcerer/wizard 3, Thirst 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- No matter how much the subject drinks, the sensation of thirst is not quenched.
- 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.
- MELF'S SLUMBER ARROWS
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 4, sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: 1 arrow/3 levels
- Duration: 1 round/level
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- A single arrow gleams like a star in the night, promising a deathlike slumber to its target.
- 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.
- 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).
- You can imbue one arrow for every three caster levels you have (maximum five arrows).
- Material Component: A few poppy seeds.
- VECNA'S MALEVOLENT WHISPER
- Enchantment (Compulsion) [Death, Mind-Affecting]
- Level: Sorcerer/wizard 4
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature that has 10 hit points or fewer
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You whisper a horrific word of power that rends the soul of your subject.
- 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).
- Hold Person or Ghost
- Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
- Level: Brd 3, Clr 3, Ghost 2, Sor/Wiz 4
- As hold person, except that it also affects ghosts.
- POWER WORD DISTRACT
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 4
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 150 hp or less
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- A single word from your lips renders your foe vulnerable and distracted.
- 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.
- SIREN’S CALL
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 3, Seafolk 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature/2 levels, no two of which can be more than 30 ft. apart
- Duration: 1 round/level (D)
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- 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.
- This flight will be by the safest means possible, withdrawing from combat, fighting defensively, and not passing through threatened areas.
- The target will only fight if someone actively attempts to prevent it from following through with its
- 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.
- 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.
- 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.
- CHARM PERSON, MASS
- Enchantment (Charm) [Mind-Affecting]
- Level: Bard 4, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One or more creatures, no two of which can be more than 30 ft. apart
- Duration: 1 hour/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- 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.
- POWER WORD DISABLE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 5
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 50 hp or less
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- A word you speak puts your target on the brink of collapse.
- 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.
- SLEEP MOTE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: 5-ft.-diameter sphere
- Duration: 1 round/level; see text
- Saving Throw: Will partial
- Spell Resistance: Yes
- 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
- 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.
- 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.
- 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.
- Arcane Material Component: A pinch of fine sand and a live cricket.
- GLIMPSE OF ETERNITY
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 5, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/3 levels
- Saving Throw: Will partial; see text
- Spell Resistance: Yes
- 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.
- 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.
- Material Component: A pinch of dust from an hourglass.
- Wages of Sin
- Enchantment (Compulsion) [Good, Mind-Affecting]
- Level: Sorcerer/wizard 6
- Components: V, Abstinence
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft/level)
- Target: One evil creature/level
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.
- TRANSFIX
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 6, wu jen 6
- Components: V, S, M
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Area: One or more humanoids within a 10-ft.-radius emanation
- Duration: 1 hour/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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”).
- 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.
- 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.
- Material Component: A drop of pine resin.
- ENDLESS SLUMBER
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Bard 5, sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 full round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: Permanent
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- You put a single subject into a magically induced slumber that lasts indefinitely.
- 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.
- Material Component: A pinch of black sand.
- Freezing Glance
- Enchantment [Cold]
- Level: Sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: 1 round/level; see text
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- 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.
- 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.
- Dominate Person or Ghost
- Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
- Level: Brd 5, Sor/Wiz 6
- As dominate person, except that it also affects ghosts.
- CLOAK OF HATE
- Enchantment [Mind-Affecting]
- Level: Bard 5, cleric 6, sorcerer/wizard 6, Spite 6
- Components: V, S, M, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature
- Duration: 1 day/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- Material Component: One ounce of bile.
- POWER WORD NAUSEATE
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 6
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with 150 hp or less
- Duration: See text
- Saving Throw: None
- Spell Resistance: Yes
- You speak a word of power so disgusting that your target retches.
- 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.
- Hit Points Duration
- 50 or less 2d4+2 rounds
- 51–100 1d4+1 rounds
- 101–150 1 round
- SYMBOL OF THIRST
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Cleric 6, sorcerer/wizard 6, Thirst 6
- Components: V, S, M
- Casting Time: 10 minutes
- Range: 0 ft.; see text
- Target: One symbol
- Duration: See text
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- 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.
- Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
- CONTROL ELEMENTAL
- Enchantment (Compulsion) [Mind-Affecting]
- Level: Sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One elemental with HD no greater than twice your caster level
- Duration: 1 minute/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- 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.