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SPELLS

Aid

Enchantment [Mind-Affecting]

Level: Divine 2

Components: V, S, DF

Casting Time: Attack action

Range: Touch

Target: Living creature touched

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes (harmless)

 

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus a number of temporary hit points equal to 1d8 +1 per caster level (maximum 1d8+10 temporary hit points).

Bane

Enchantment [Mind-Affecting]

Level: Divine 1

Components: V, S, DF

Casting Time: Attack action

Range: 50 ft.

Area: All enemies within 50 ft.

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster's enemies suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear effects.

Bane counters and dispels bless.

Bless

Enchantment [Mind-Affecting]

Level: Divine 1

Components: V, S, DF

Casting Time: Attack action

Range: 50 ft.

Area: All allies within 50 ft.

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes (harmless)

 

The caster's allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.

Bless counters and dispels bane.

Command

Enchantment [Language-Dependent, Mind-Affecting]

Level: Divine 1

Components: V

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster gives the subject a single command, which he or she obeys to the best of his or her ability at his or her earliest opportunity. The caster may select from the following options.

Approach: On the subject's turn, the subject moves toward the caster as quickly and directly as possible for 1 round. The subject may do nothing but move during his or her turn, and he or she incurs attacks of opportunity for this movement as normal.

Drop: On the subject's turn, he or she drops whatever he or she is holding. The subject can't pick up any dropped item until his or her next turn.

Fall: The subject immediately falls to the ground and remains prone for 1 round. He or she may act normally while prone, but takes any appropriate penalties.

Flee: On the subject's turn, he or she moves away from the caster as quickly as possible for 1 round. The subject may do nothing but move during his or her turn.

Halt: The subject stands in place for 1 round. The subject may not take any actions, but may defend him or herself normally.

If the subject can't carry out the caster's command on his or her next turn, the spell automatically fails.

Confusion

Enchantment [Mind-Affecting]

Level: Arcane 4

Components: V, S, M

Casting Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: All creatures in a 15-ft. radius

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

 

Creatures affected by this spell behave randomly, as indicated on the following table.

d10 RollBehavior
1Wander away for 1 minute (unless prevented)
2-6Do nothing for 1 round
7-9Attack nearest creature for 1 round
10Act normally for 1 round

 

Except on a result of 1, roll again each round on the creature's turn to see what the subject does in that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Any confused creature who is attacked automatically attacks its attackers on its next turn.

Daze

Enchantment [Mind-Affecting]

Level: Arcane 0

Components: V, S, M

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One person

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

 

This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can't move, cast spells, use mental abilities, or perform any other actions requiring awareness or concentration.

Greater Command

Enchantment [Language-Dependent, Mind-Affecting]

Level: Divine 5

Components: V

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30 ft. apart

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

 

The caster gives the subjects a single command, which they obey to the best of their ability at their earliest opportunity. The caster may select from the following options.

Approach: On the subjects' turn, the subjects move toward the caster as quickly and directly as possible for the duration. The subjects may do nothing but move during their turn, and they incur attacks of opportunity for this movement as normal.

Drop: On the subjects' turn, they drop whatever they are holding.

Fall: The subject immediately falls to the ground and remains prone for the duration. They may act normally while prone, but take any appropriate penalties.

Flee: On the subjects' turn, they move away from the caster as quickly as possible for the duration. The subjects may do nothing but move during their turn.

Halt: The subjects stand in place for the duration. The subjects may not take any actions, but may defend themselves normally.

If a subject can't carry out the caster's command on his or her next turn, the spell automatically fails for that subject. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell.

Hold Monster

Enchantment [Mind-Affecting]

Level: Arcane 5

Components: V, S, M

Casting Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

 

The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers).

A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and may drown.

Hold Person

Enchantment [Mind-Affecting]

Level: Divine 2, Arcane 3

Components: V, S, F/DF

Casting Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: One Medium-size or smaller humanoid

Duration: 1 round/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

 

The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers).

A winged creature who is held cannot flap its wings and falls. A swimmer can't swim and may drown.

Sleep

Enchantment [Mind-Affecting]

Level: Arcane 1

Components: V, S, M

Casting Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Area: Several living creatures within a 15-ft.-radius burst

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

 

A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a move action.

Sleep does not affect unconscious creatures, constructs, or undead creatures.

Note: Additional hit points given along with a creature's Hit Dice are irrelevant for determining how many Hit Dice a creature has.

Zone of Truth

Enchantment [Mind-Affecting]

Level: Divine 2

Components: V, S, DF

Casting Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Area: 5-ft.-radius/level emanation

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

 

Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Creatures are allowed a save to avoid the effects when the spell is cast or when they first enter the emanation area. Affected creatures are aware of this enchantment. Creatures who leave the area are free to speak as they choose.

 

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