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Enchantment (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 25.22 KB  |  hits: 47  |  expires: Never
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  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. Ray of Hope
  28. Enchantment (Compulsion) [Good, Mind-Affecting]
  29. Level: Apostle of peace 1, bard 1, cleric 1, emissary of Barachiel 1
  30. Components: V, S
  31. Casting Time: 1 standard action
  32. Range: Close (25 ft. + 5 ft./2 levels)
  33. Target: One living creature
  34. Duration: 1 round/level
  35. Saving Throw: Will negates (harmless)
  36. Spell Resistance: Yes (harmless)
  37. Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
  38. Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).
  39.  
  40. Vision of Heaven
  41. Enchantment [Mind-Affecting]
  42. Level: Apostle of peace 1, cleric 1, Celestial 1, exalted arcanist 1, Joy 1, slayer of Domiel 1
  43. Components: V
  44. Casting Time: 1 standard action
  45. Range: Close (25 ft. + 5 ft./2 levels)
  46. Target: One evil creature
  47. Duration: 1 round
  48. Saving Throw: Will negates
  49. Spell Resistance: Yes
  50. Your words allow the target creature the merest glimpse of the blessed joy of the Seven Heavens, spurring the target to a moment of regret for its evil deeds. For 1 round, the target is dazed. In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature takes a –1 penalty on all Will saves related to redemption (see Chapter 2).
  51.  
  52. IMPEDE
  53. Enchantment (Compulsion) [Mind-Affecting]
  54. Level: Cleric 1
  55. Components: V, S, DF
  56. Casting Time: 1 standard action
  57. Range: Medium (100 ft. + 10 ft/level)
  58. Target: One humanoid creature
  59. Duration: 1 round/level (D)
  60. Saving Throw: Will partial
  61. Spell Resistance: Yes
  62. Your will clamps down on the subject's mind, making the slightest movement a strenuous effort.
  63. This spell locks the subject in place. An affected creature is capable of taking actions, such as attacking or casting spells, but it cannot step from its current square (or squares, if it occupies more than one). The subject also takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves while so rooted.
  64. If the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately. If it fails the initial save, it can attempt a new Will save every round thereafter. Once the subject succeeds on one of these secondary saves, it can move, but its base speed is reduced by 10 feet (to a minimum of 5 feet) for the duration of the spell. If the subject has multiple modes of movement, each is reduced accordingly.
  65. If the subject is already under an effect that curtails its ability to move (such as slow or hold person), it also takes a -4 penalty to Dexterity for the duration of this spell, even if the other effect ends before this one does.
  66.  
  67. Inhibit
  68. Enchantment (Compulsion) [Mind-Affecting]
  69. Level: Brd 1, Clr 1, Sor/Wiz 1
  70. Components: V, S
  71. Casting Time: 1 standard action
  72. Range: Medium (100 ft. + 10 ft./level)
  73. Target: One creature
  74. Duration: Instantaneous
  75. Saving Throw: Will negates
  76. Spell Resistance: Yes
  77. The caster inhibits his foe from acting.
  78. The subject is forced to delay until the following round, acting immediately before the caster on the caster’s initiative count.
  79.  
  80. Incite
  81. Enchantment (Compulsion) [Mind-Affecting]
  82. Level: Brd 1, Clr 1, Sor/Wiz 1
  83. Components: V, S
  84. Casting Time: 1 standard action
  85. Range: Close (25 ft. + 5 ft./2 levels)
  86. Target: One creature
  87. Duration: 1 min./level
  88. Saving Throw: Will negates
  89. Spell Resistance: Yes
  90. This spell incites the subject into acting.
  91. 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.
  92.  
  93. Sign
  94. Enchantment (Compulsion) [Mind-Affecting]
  95. Level: Clr 1
  96. Components: V, S, M
  97. Casting Time: 1 standard
  98. action
  99. Range: Personal
  100. Target: You
  101. Duration: 1 min./level
  102. You are granted a vision that shows you how your foes will act each round and allows you to respond quickly to them.
  103. When you cast this spell, you may set your initiative check result at 20 + your initiative modifier (but only if doing so increases the result). You know the initiative check results of all your foes while the spell is in effect, and you know which opponent will act first in case of ties. This spell applies to all foes in your line of sight.
  104. Material Component: A small piece of dried goat intestine or some tea leaves.
  105.  
  106. INTERFAITH BLESSING
  107. Enchantment (Compulsion) [Mind-Affecting]
  108. Level: Adept 2, cleric 2, druid 2, shugenja 2
  109. Components: V, S, DF
  110. Casting Time: 1 round
  111. Range: 20 ft.
  112. Area: 20-ft. -radius burst centered on you
  113. Duration: 1 minute/level
  114. Saving Throw: Will negates (harmless)
  115. Spell Resistance: Yes (harmless)
  116. You feel your deity speaking through you to other gods, filling the space around you with diverse divine energies that strengthen your ally.
  117. When you cast interfaith blessing, every creature within range is individually blessed by its own deity for the duration of the spell. The specific blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received.
  118. Deity                                                     Blessing
  119. Bahamut, St. Cuthbert, or Yondalla                  +1 on attack rolls and saves
  120. Boccob, Corellon Larethian, Vecna, or Wee Jas       +1 on attack rolls and skill checks
  121. Ehlonna, Obad-Hai, or the general worship of nature +1 on attack rolls and to AC
  122. Erythnul, Gruumsh, or Lolth                         +2 on damage rolls
  123. Fharlanghn, Moradin, or Pelor                       +2 to AC
  124. Garl Glittergold, Olidammara, or no deity           Roll ld8 to determine blessing; if 6 then choose.
  125. Heironeous, Hextor, or Nerull                       +2 on attack rolls
  126. Kord, Kurtulmak, or Tiamat                          +1 on attack rolls and damage rolls.
  127.  
  128.  
  129. Ease Pain
  130. Conjuration (Healing)
  131. Level: Apostle of peace 2, beloved of Valarian 2, cleric 2
  132. Components: S, DF
  133. Casting Time: 1 standard action
  134. Range: Touch
  135. Target: Creature touched
  136. Duration: Instantaneous
  137. Saving Throw: Will negates (harmless)
  138. Spell Resistance: Yes (harmless)
  139. Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not heal any damage or other effects not directly related to pain.
  140. If the target creature is under some effect that causes continuing damage, the pain is eased only for a moment. Ease pain cannot bypass the need for a Concentration check to cast a spell under such circumstances,
  141. nor can it allow a creature subject to death by thorns to act normally (since the spell’s damage is ongoing).
  142.  
  143. Lastai’s Caress
  144. Enchantment (Compulsion) [Good, Mind-Affecting]
  145. Level: Cleric 2, Pleasure 2
  146. Components: V, S, M
  147. Casting Time: 1 standard action
  148. Range: Touch
  149. Target: One known evil creature touched
  150. Duration: 1 round/level
  151. Saving Throw: None
  152. Spell Resistance: Yes
  153. Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power to unnerve and debilitate evil creatures. You must succeed on a melee touch attack to affect an unwilling target. It has no effect on a creature that you do not know is evil.
  154. An evil creature touched by the spell must wrestle with the pleasant feelings invoked by the spell. Roll on the table below at the beginning of the creature’s turn each round to see what condition applies to the subject in that round.
  155. d4  Condition
  156. 1   Cowering
  157. 2   Frightened
  158. 3   Nauseated
  159. 4   Shaken
  160. Instead of rolling on the table above, the caster may elect to leave the creature shaken for the duration of the spell.
  161. Material Component: A peach seed.
  162.  
  163.  
  164. Elation
  165. Enchantment [Mind-Affecting]
  166. Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, sorcerer/wizard 3
  167. Components: V, S
  168. Casting Time: 1 standard action
  169. Range: 80 ft.
  170. Targets: Allies in an 80-ft.-radius spread of you
  171. Duration: 1 round/level
  172. Saving Throw: Will negates (harmless)
  173. Spell Resistance: Yes (harmless)
  174. 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.
  175. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
  176.  
  177. TURN ANATHEMA
  178. Enchantment (Compulsion) [Mind Affecting and Chaotic, Evil, Good, or Lawful]
  179. Level: Blackguard 2, cleric 2, paladin 2
  180. Components: V, S, DF
  181. Casting Time: 1 standard action
  182. Range: Personal
  183. Target: You
  184. Duration: 10 minutes/level
  185. When you clutch your holy symbol, it pulses briefly with divine power, then grows oddly cold beneath your fingers.
  186. Choose one non-neutral aspect of your own alignment—chaotic, evil, good, or lawful. If you are neutral, you must choose an alignment component for this spell when you first cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable. The spell takes on the descriptor of the selected alignment component.
  187. Upon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead. For instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons. You could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype. This spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn. You can use as many of your daily turn/rebuke attempts as you wish in this way for the duration of the spell.
  188.  
  189. Divine Protection
  190. Enchantment (Compulsion) [Mind-Affecting]
  191. Level: Clr 2, Pal 2
  192. Components: V, S, DF
  193. Casting Time: 1 standard action
  194. Range: Medium (100 ft. + 10 ft./level)
  195. Targets: Allies in a 20-ft.-radius burst
  196. Duration: 1 min./level
  197. Saving Throw: Will negates (harmless)
  198. Spell Resistance: Yes (harmless)
  199. Allies gain a +1 morale bonus to their Armor Class and on saving throws.
  200.  
  201. Inspired Aim
  202. Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  203. Level: Bard 4, cleric 3, Fey 3, ranger 3
  204. Components: V
  205. Casting Time: 1 standard action
  206. Range: 40 ft.
  207. Targets: Allies with 40-ft.-radius emanation centered on you
  208. Duration: Concentration
  209. Saving Throw: Will negates (harmless)
  210. Spell Resistance: Yes (harmless)
  211. You inspire allies within the spell’s area to focus their minds on hitting their intended targets. All affected allies gain a +2 insight bonus on all ranged attacks.
  212.  
  213. Heart’s Ease
  214. Enchantment (Compulsion) [Mind-Affecting]
  215. Level: Beloved of Valarian 3, cleric 3, Pleasure 3
  216. Components: V, S, DF
  217. Casting Time: 1 standard action
  218. Range: Close (25 ft. + 5 ft./2 levels)
  219. Targets: One creature/level
  220. Duration: Permanent
  221. Saving Throw: Will negates (harmless)
  222. Spell Resistance: Yes (harmless)
  223. Heart’s ease cures emotional wounds in the same way that heal wipes away physical ones. The subjects are cured of any fear effect, despair effect (such as the crushing despair spell), or similar mindaffecting condition, excluding charms and compulsions (such as charm person, dominate person, and similar spells). It removes any lingering psychological effects of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness). It cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the targets feeling refreshed and at peace.
  224.  
  225. INSIGNIA OF BLESSING
  226. Enchantment (Compulsion) [Mind-Affecting]
  227. Level: Cleric 3, paladin 3
  228. Components: V, S, F
  229. Casting Time: 1 standard action
  230. Duration: 1 min./level
  231. Saving Throw: None
  232. Spell Resistance: Yes (harmless)
  233. This spell functions just like insignia of alarm except that the insignia wearers are also filled with courage. Each insignia wearer gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
  234.  
  235. Sword of Conscience
  236. Enchantment (Compulsion) [Good, Mind-Affecting]
  237. Level: Champion of Gwynharwyf 4,cleric 4, exalted arcanist 4, paladin 4, slayer of Domiel 4
  238. Components: V, DF
  239. Casting Time: 1 standard action
  240. Range: Close (25 ft. + 5 ft./2 levels)
  241. Target: One evil creature
  242. Duration: Instantaneous; see text
  243. Saving Throw: Will negates
  244. Spell Resistance: Yes
  245. The target creature, which must be evil, is struck by pangs of conscience and remorse. The creature instantaneously takes Wisdom and Charisma damage according to the magnitude of its evil.
  246. The creature regains lost abilities normally; they do not automatically return when the spell’s duration expires. This effect is not language-dependent.
  247. Consequences of Sword of Conscience
  248.                                                —-Wisdom and Charisma Damage—-
  249. Creature/Object                                1d6         1d8     2d6     2d8
  250. Evil creature 1 (HD)                           10 or lower 11–25   26–50   51+
  251. Evil elemental/Undead  (HD)                    2 or lower  3–8     9–20    21+
  252. Evil outsider (HD)                             1 or lower  2–4     5–10    11+
  253. Cleric of an evil deity  (class levels)        1           2–4     5–10    11+
  254.  
  255. 1 Except for evil elementals, undead, and outsiders, which have their own entries on the table.
  256. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
  257.  
  258. CONFOUND
  259. Enchantment (Compulsion) [Mind-Affecting]
  260. Level: Cleric 4
  261. Components: V, S, DF
  262. Casting Time: 1 standard action
  263. Range: Short (25 ft. + 5 ft/2 levels)
  264. Target: One creature
  265. Duration: 1 round/level
  266. Saving Throw: Will negates
  267. Spell Resistance: Yes
  268. Your opponent's eyes try to follow your gestures while you cast, and they fail to refocus when you finish.
  269. You render the target unable to follow your movements effectively. The subject takes a -2 penalty on attack rolls made against you, and you gain a +2 circumstance bonus on attack rolls made against it. If you worship a deity that provides access to the Trickery domain—even if you did not choose that domain—these modifiers rise to -3 and +3, respectively. Furthermore, the subject cannot make attacks of opportunity against you.
  270. If you successfully cast this spell on the same subject in each of 2 consecutive rounds, these beneficial effects extend to your allies as well.
  271.  
  272. Hold Person or Ghost
  273. Enchantment (Compulsion) [Ectomancy, Mind-Affecting]
  274. Level: Brd 3, Clr 3, Ghost 2, Sor/Wiz 4
  275. As hold person, except that it also affects ghosts.
  276.  
  277. Aid, Legion’s
  278. Enchantment (Compulsion) [Mind-Affecting]
  279. Level: Clr 4
  280. Range: Medium (100 ft. + 10 ft./level)
  281. Targets: Allies in a 20-ft.-radius burst This spell functions like aid, except that it affects multiple allies at a distance and each ally gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).
  282.  
  283. Chaav’s Laugh
  284. Enchantment (Compulsion) [Good, Mind-Affecting]
  285. Level: Cleric 5, Joy 5
  286. Components: V
  287. Casting Time: 1 standard action
  288. Range: 40 ft.
  289. Area: 40-ft.-radius spread centered on
  290. you
  291. Duration: 1 minute/level
  292. Saving Throw: Will negates (see text)
  293. Spell Resistance: Yes
  294. You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
  295. Good creatures within the spell’s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at caster level 20th).
  296. Evil creatures within the spell’s area that fail a Will save take a –2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.
  297. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav’s laugh.
  298.  
  299. BEWILDERING MISCHANCE
  300. Enchantment (Compulsion) [Mind-Affecting]
  301. Level: Adept 5, cleric 5, shugenja 5
  302. Components: V, S, DF
  303. Casting Time: 1 standard action
  304. Range: Close (25 ft. + 5 ft. /2 levels)
  305. Target: One living creature
  306. Duration: 1 round/level
  307. Saving Throw: Will negates
  308. Spell Resistance: Yes
  309. Your deity's laughter rains down on your suddenly clumsy foe. Bewildering mischance causes extreme bad luck to befall the target. For the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.
  310.  
  311. MARK OF SIN
  312. Enchantment [Mind-Affecting]
  313. Level: Cleric 5
  314. Components: V, S, DF
  315. Casting Time: 1 full round
  316. Range: Touch
  317. Target: Creature touched
  318. Duration: 1 round/level or permanent; see text
  319. Saving Throw: Will partial
  320. Spell Resistance: Yes
  321. You bring forth the subject's inner sins and crimes, causing them to manifest in its appearance and aura.
  322. Your successful touch attack leaves a mystical mark upon the subject. After a number of rounds equal to your divine caster level, the subject is entitled to a Will save. Success ends the spell at that point, but failure renders the mark of sin permanent.
  323. Though the mark is invisible, all living creatures can sense its presence and are repulsed by it. Thus, they begin their initial interactions with the subject one step nearer to a hostile attitude than they normally would, unless they already know the subject personally. Furthermore, the subject takes a -10 circumstance penalty on all Diplomacy checks designed to change the attitudes of others. (See Diplomacy, PH 71. )
  324. In addition, the subject takes a -4 penalty to a specific ability score based on your deity, as given in the table for the divine retribution spell (page 119). This penalty cannot be removed in any way as long as the mark of sin remains, if you do not worship a deity, you must choose one whose alignment is within one step of your own when you cast this spell for the first time. This choice is for the purpose of this effect only, and you cannot subsequently change it unless your alignment shifts in such a way that your previous choice is no longer applicable.
  325. A mark of sin cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than that of the mark of sin.
  326.  
  327. CLOAK OF HATE
  328. Enchantment [Mind-Affecting]
  329. Level: Bard 5, cleric 6, sorcerer/wizard 6, Spite 6
  330. Components: V, S, M, DF
  331. Casting Time: 1 standard action
  332. Range: Close (25 ft. + 5 ft./2 levels)
  333. Target: One living creature
  334. Duration: 1 day/level
  335. Saving Throw: Will negates
  336. Spell Resistance: Yes
  337. 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.
  338. Material Component: One ounce of bile.
  339.  
  340. SYMBOL OF THIRST
  341. Enchantment (Compulsion) [Mind-Affecting]
  342. Level: Cleric 6, sorcerer/wizard 6, Thirst 6
  343. Components: V, S, M
  344. Casting Time: 10 minutes
  345. Range: 0 ft.; see text
  346. Target: One symbol
  347. Duration: See text
  348. Saving Throw: Will negates
  349. Spell Resistance: Yes
  350. 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.
  351. 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.
  352. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
  353.  
  354. RIGHTEOUS WRATH OF THE FAITHFUL
  355. Enchantment (Compulsion) [Mind-Affecting]
  356. Level: Cleric 7
  357. Components: V, S, DF
  358. Casting Time: 1 standard action
  359. Range: 30 ft.
  360. Targets: All allies within 30 ft.-radius burst centered on you
  361. Duration: 1 round/level
  362. Saving Throw: None
  363. Spell Resistance: Yes
  364. When you cast this spell, you fire your allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies who are fighting on your side are affected as if they had received an aid spell, gain a +1 morale bonus on attack rolls and saving throws against fear effects, plus 1d8 temporary hit points for the duration of the spell.
  365. Allies who worship the same deity as you are infused with the righteous wrath. They gain one additional melee attack each round, at their highest attack bonus, and a +2 morale bonus on attack and damage rolls and saving throws. They gain an additional 1d8 temporary hit points (for a total of 2d8) and a +3 morale bonus on saving throws against mind-affecting spells or effects.
  366. When the spell duration expires, any allies who were affected by the full righteous wrath are fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for 10 minutes.
  367.  
  368. Spread of Contentment
  369. Enchantment (Compulsion) [Mind-Affecting]
  370. Level: Cleric 8, Pleasure 8
  371. Components: V, S, M
  372. Casting Time: 1 hour
  373. Range: Long (400 ft. + 40 ft./level)
  374. Effect: 10 ft./level-radius spread
  375. Duration: 1 hour/level (D)
  376. Saving Throw: None
  377. Spell Resistance: Yes
  378. This spell has a calming effect on creatures within the spell’s area. Hostile and unfriendly creatures become indifferent, indifferent creatures turn friendly, and friendly creatures become helpful for the spell’s duration.
  379. This spell directly counters the effects of the spread of savagery spell (described in the Book of Vile Darkness). This spell also calms creatures that have been otherwise magically enraged and forced to attack.
  380. This spell does not calm or otherwise alter the dispositions of summoned creatures.
  381. Material Component: Lammasu’s feather.
  382.  
  383. FAMILIAL GEAS
  384. Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  385. Level: Bard 6, cleric 8, sorcerer/wizard 8
  386. Components: V
  387. Casting Time: 10 minutes
  388. Range: Close (25 ft. + 5 ft./2 levels)
  389. Target: One living creature
  390. Duration: Until discharged
  391. Saving Throw: None or Will negates; see text
  392. Spell Resistance: Yes
  393. This spell is a far more potent version of geas. The duration of the geas is unlimited; it lasts until the subject(s) either discharge the obligation or the effect is dispelled.
  394. The initial subject of the spell gains no save, as per a standard geas (see page 234 of the Player’s Handbook). If the target dies before completing the obligation, the geas transfers to his closestadult relative. This new subject is entitled to a save; if she succeeds, the geas is broken and the spell ends. If not, she labors under the geas until she either completes the obligation, succeeds in dispelling the geas, or dies and potentially passes the geas to her closest adult relative.
  395. Each new subject has an instinctive understanding of the nature of the obligation. A familial geas can be broken only by a successful save on the part of the next successor, remove curse (if cast by someone two caster levels higher than the familial geas), miracle, or wish.
  396.  
  397. End to Strife
  398. Enchantment (Compulsion) [Mind-Affecting]
  399. Level: Apostle of peace 9, cleric 9
  400. Components: V, S, DF
  401. Casting Time: 1 standard action
  402. Range: 80 ft.
  403. Area: 80-ft.-radius emanation, centered on you
  404. Duration: 1 round/level
  405. Saving Throw: None
  406. Spell Resistance: Yes
  407. This spell creates an invisible aura of divine power around the caster. All intelligent creatures within the spell’s
  408. area suddenly become aware that any hostile actions they take will be met with dire consequences.
  409. Any creature in the spell’s area that makes an attack takes 20d6 points of damage. The caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast. Creatures with multiple attacks take the damage after every attack they make.
  410. Targets outside the area of the spell may freely attack creatures in the area without taking damage from this spell.