Bliss:

Enchantment (compulsion) [Mind-Affecting]

Spell Level: Clr 9, Love 8 Sor/Wiz 9

Components: V S 

Cast time: 1 standard action

Range: close (25ft+5ft/two levels)

Duration: instantaneous, 1 round/ 2 Level

Saving Throw: Will Negates

Spell Resistance: yes

Target: 1 Creature

Your words and gesture fill the target with a tremendous over whelming feelings of pleasure.  You can chose whether this is a state of euphoria or a knee buckling, toe cracking, “scream your head off” mind bomb. When you cast this spell you chose one of two effects.  When you cast the spell you chose for it to have one of two effects

 

Effect 1: The target has all the lingering effects of pain, including penalties from spells like Symbol of Pain.  The subject is healed of all Non-lethal damage.  The target receives a +2 moral bonus to attack, damage, saves, and skill checks.  Additionally, the target receives a second roll on any failed Will Saves against an enchantment spell which was failed before Bliss was cast, using the new Will Save.  A successful re-roll results result in the same as the first roll were a success, without altering the space time continuum.  Ex a successful Re-roll against Mind Rape would restore the mind to it’s original state but would not remove the knowledge gained by the caster of Mind Rape.

 

Effect 2:  Target is overwhelmed with pleasure unless the target it makes a successful will power save.  The target is so distracted that it is considered Blind, Deaf, and Stunned and writhes on the ground prone for 1 round / 2 caster levels.

 

Canonized

Evocation [Law]

Level: Clr 5, Drd 5

Components: V, S, M, DF

Casting Time: 24 hours

Range: Touch

Area: 40-ft. radius emanating from the touched point

Duration: Instantaneous

Saving Throw: See text

Spell Resistance: See text

Canonized makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a magic circle against willl effect.

Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a canonizeded site cannot be turned into an undead creature.

Finally, you may choose to fix a single spell effect to the canonizeded site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting canonized again.

Spell effects that may be tied to a canonizeded site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect chaos, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one canonized spell (and its associated spell effect) at a time. Canonized counters but does not dispel wild.

Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the canonizeded area.

 

Confirmed

Evocation [Law]

Level: Clr 2

Components: V, S, M, DF

Casting Time: 1 standard action

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

Area: 20-ft.-radius emanation

Duration: 2 hours/level

Saving Throw: None

Spell Resistance: No

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a confirmedd area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a confirmedd area.

If the confirmedd area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot confirmed an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the confirmed spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Confirmed counters and dispels desecrate.

Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

 

Creeping Shadow:

[Evocation]

Spell Level: Sor/Wiz 7

Components: V S

Cast time: standard action

Area: 5ft per caster level

Range: 100ft

Effect: a single Cloud of Darkness

Duration: 1 min/Caster Level (D)

Saving Throw: none

Spell Resistance: yes

Creates an cloud of darkness which acts like Deeper darkness, creatures in cloud take 2 point of damage per round to living beings and 1 point of damage per round to undead.  The cloud can be spread out or condensed in order to deal more points of damage, every time the number of 5ft squares are in an area it double the damage is increased by a factor of x2. however every point is dealt individually, any damage reduction other than DR/magic protects victims from harm.  The cloud can be moved any were in 100ft of the caster but never any more than 100ft.  The must spawn within 5ft of the caster in the first round and in the second can be moved.  The caster is immune to the damage.  It is a standard action to control the Cloud.

Sunburst, Mordenkainen’s Disjuction, Limited Wish, Wish, and Miracle can counter or dispel this spell, the spell will simply refuse to enter an anti-magic field, if one is erected in an area the Creeping shadow already exists in then the creeping Shadow will be moved away if there is no other place for the cloud to go role a caster check the loser’s spell is destroyed.

Special: if a meta magic feat is used with the spell which aligns the spell with an alignment the damage penetrates damage reduction, i.e. a Sinful Creeping Shadow would penetrate a DR/Evil but not a DR/Evil +1

 

Disappear

Universal

Spell Level:  Sor/Wiz 3

Components: V S 

Cast time: one standard action

Range: touch

Target: One Creature

Duration: 1 round/Caster level (D); Instantaneous (object); (see text)

Saving Throw: None (objects); Will Negates

Spell Resistance: yes

One creature slips into a small pocket dimension where time does not pass.  It leaves nothing behind, no clothes, no dust, not even a soul.  The creature is gone for one round/ caster level during which time it maybe returned at the will of caster.  If the target succeeds on its will save when the spell is cast nothing happens.  At the end of the spell, the creature returns to the place it disappeared from.  Only a Break Enchantment cast on the point of Disappearing, Miracle, True Resurrection, well worded Wish or Limited Wish may return the creature which has Disappeared.  Only a Miracle, True Resurrection, or well worded Wish may return the creature which has Disappeared and failed its second will power save. 

If cast on an object it may only affect 1 cubic foot per caster level.  The object remains gone until the caster decides to allow it to return.

Regardless of what disappears when it reappears it hedges out anything in the way moving as much material or as many creature out of the way as necessary but never harming any of them.

 

Dominate Person Mass

Enchantment (Compulsion) [Mind-Affecting]

Spell Level: Clr 9 Lust 8 Sor/Wiz 9

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

Target: 1 humanoid/level no two of which may be more than 30ft apart

This spell functions in everyway as Dominate person except you can have multiple targets.

 

Drowning Score

Illusion [Glamer]

Spell Level: Music 5, Sor/Wiz 6

Components: V S

Cast time: standard action

Range: Touch

Area: 100ft spread emanation sphere

Target: you

Duration: 1 min/Caster Level (D)

Saving Throw: Will partial

Spell Resistance: No

 

All natural sounds disappear.  A complex score starts up as if performed by a skilled orchestra perhaps with vocals in a foreign languageYou control the mood and style of the music; although you do not actually hear the music, you full aware of what it sounds like.  Anyone in the area of the spell attempting to cast a spell with a verbal component may attempt a perform (sing) check with a DC equal to your caster level, if they succeed they are able to cast the spell.  The DC of all concentration checks made within the area of the spell increases by a number equal to your caster level.  Only creatures who make their will save can hear the sounds of the real world in addition to those of the glamer.  The DC of all listen checks increases by +10.  Creatures who fail their will save cannot benefit from nor grant flanking against any hearing creature, nor can they catch any hearing creature flat footed.

 

Gabriel’s Irresistible Song:

Enchantment (compulsion) [Mind-Affecting] [good]

Spell Level: Music 9 Sor/Wiz 9

Components:

Cast time: 1 standard action

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

Target: 1 humanoid/level no two of which may be more than 30ft apart 

Duration: 1d4 rounds/5 Levels

Saving Throw: None

Spell Resistance: yes

This is the worst case of “can’t get that damn tune out my head” ever.  The creature begins to sing and dance, and very well at that.  This gives a bonus to perform sing and perform dance equal to your caster level. This is all they can do for the duration of the spell.  The character can not attack nor cast spells or trigger items.  The character can only make one move action each turn, and does so in one random direction (roll 1d8 to determine).  The character losses dex mod to AC and automatically fails Reflex saves unless they have evasion, if they have evasion they may make a ref save but do not negate damage if they succeed, if they have Improved evasion they instead only have evasion.  The same is true for characters with uncanny dodge and improved uncanny dodge. The character loses any shield bonus to AC

The target provokes an attack of opportunity each round.  

Anyone other than the caster who hears this song gets to toe taping too.  Anyone, other than the caster, who hears the music must make a will save DC=10+½ your caster level+ App mod of the first singer or be affected by the spell except they these singers sing and dance for 1d4 minutes/ 2 caster levels.  Their singing has the same affect on others.  Anyone who saves is immune  to any songs begun by you for 24hrs. 

 

Hanael’s Endless Tickling Fingers:

Evocation [force]

Spell Level: Sor/Wiz 5

Components: V S

Cast time: 1 standard action

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

Duration: Endless (periodic saves to end)

Saving Throw: Fortitude (negates)

Spell Resistance: yes

Target: 1 Creature

You conjure a hoard of invisible hands which tickle your enemy into submission.  The subject falls to the ground prone.  The subject takes no actions for the duration of the spell.  Once every round/2 caster levels  the subjects gets a new saving throw to negate

 

Hanael’s Tickling Fingers of Death:

Evocation [force]

Spell Level: Sor/Wiz 7

Components: V S

Cast time: 1 standard action

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

Duration: 1d8 rounds or 1d4 rounds see text

Saving Throw: Fortitude (Partial)

Spell Resistance: yes

Target: 1 Creature

You conjure a hoard of invisible hands which tickle your enemy to death.  The subject falls to the ground prone for 1d8 rounds.  The subject takes no actions for the duration of the spell.  At the end of the spell the subject’s heart explode from the over exertion.  With a successful fort save, the subject is merely tickled for 1d4 rounds causing them to be prone on the ground unable to take an actions.

 

Haste, Greater:

Transmutation

Spell Level: Time 6 Sor/Wiz 5 Brd 6

Components: V S M/DF

Cast time: standard action

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

Targets: one Creature per 5 caster levels no 2 of which may be more than 30ft apart

Duration: 1 round/Caster Level

Saving Throw: Fort (harmless)

Spell Resistance: yes

 

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make two extra attacks with any weapon he is holding. These attacks are made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

The transmuted creatures may make a standard action and two move actions, or three move actions in a round.  If one of the transmuted creatures runs during a round whilst greater hasted it gains

A hasted creature gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple haste effects don’t stack. Greater Haste dispels and counters Greater slow.

Material Component: licorice root.

 

 Haste, Superior

Transmutation

Spell Level: Sor/Wiz 9

Components: V S M/DF

Cast time: standard action

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

Targets: one Creature

Duration: 1 round/Caster Level

Saving Throw: Fort (harmless)

Spell Resistance: yes

 

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make three extra attacks with any weapon he is holding. These attacks are made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)

The transmuted creatures may make two standard actions in a round, a standard action and two move actions, or three move actions in a round.  If one of the transmuted creatures runs during a round whilst greater hasted it gains one extra move action, and may turn up to 180 degrees while running.  These degrees need not all be used at once but may not exceed 180 degrees in the round.

A hasted creature gains a +4 bonus on attack rolls and a +4 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 40 feet, to a maximum of thrice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple haste effects don’t stack. Superior Haste dispels and counters all slow spells.

Material Component: Coffee beans.

 

Liberate

Evocation [Chaos]

Level: Clr 2

Components: V, S, M, DF

Casting Time: 1 standard action

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

Area: 20-ft.-radius emanation

Duration: 2 hours/level

Saving Throw: None

Spell Resistance: No

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a liberated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Lawful Undead cannot be created within or summoned into a liberated area.

If the liberated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot liberate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the liberate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Liberate counters and dispels desecrate.

Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

 

Musical Accompaniment:

Illusion [Figment]

Spell Level: Music 1, Sor/Wiz 1

Components: V S

Cast time: standard action

Range: Touch

Area: 50ft spread emanation sphere

Target: one creature

Duration: 10 min/Caster Level (D)

Saving Throw: Will disbelief (harmless); Will negates

Spell Resistance: No

 

As it says a musical score accompanies the target and plays music appropriate to what the target is doing.  Every one in the room can hear this, granting a +2 circumstance to all Charisma based checks made with people who have not disbelieved the music.  The music will also foreshadow emanate events.  This grants a +2 to AC and all reflex saving throws for all those who can hear the music.  The target cannot be caught flat-footed nor can it be flanked, so long as the attack originates within the range of the spell, unless the attacker has four more levels in rogue than you have caster levels.  However, the target is also denied the ability to flank or catch a target flat footed unless the target has four more levels in rogue than you caster levels.  Anyone who hears the music can attempt to disbelieve the music; anyone who succeeds on their save neither hears the music nor is represented by the music so they are denied all bonuses to AC and saves, but they become capable of flanking the target.  When the spell is cast on a target that target my make a will save to prevent being affected.

 

Pleasurable Resonance

Conjuration [good]

Level: Love 2, Sor/wiz 2

Components: V, S, M

Casting Time: 1 Standard Action

Range: 25ft+5ft/two levels

Targets: One object

Duration: 1 minute/ level

Saving Throw: none; Fort Partial  (see text)

Spell Resistance: Yes

 

The object at which you direct the spell begins to vibrate subtly be this plane and the positive energy plane ever so slightly causing it to radiate waves of pleasure.  Any one touching the object becomes flat footed and suffers a minus one to attack rolls and minus to concentration checks.  A fort save the negates the creature who is touching the object from becoming flat footed.

 

Power Word Bind

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 5

Components: V

Casting Time: 1 standard action

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

Target: One creature with 200 hp or less

Duration: See text

Saving Throw: None; Will Partial

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice become unable to move. The target becomes paralyzed for the duration of the spell.  A target that succeeds its will save becomes entangled instead.  The duration of the spell depends on the target’s current hit point total when the spell is cast.  Any creature that currently has 101 or more hit points is unaffected by power word die. 

Hit Points

Duration

25 or less

4d8+4 rounds

26–50

2d8+2 rounds

51–100

1d8+1 rounds

 

Power Word Bleed

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 3

Components: V

Casting Time: 1 standard action

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

Target: One creature with 100 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to begins to bleed. Every round the creature suffers 1 point of damage.  Any creature that currently has 101 or more hit points is unaffected by power word die.  Only any cure spell, break enchantment, heal, mass heal, miracle, or well worded wish can stop the bleeding.  Multiple castings are cumulative but only one any cure spell, enchantment, heal, mass heal, miracle, or well worded wish is needed to end the affect.

Hit Points

Duration

25 or less

Permanent

26–50

3d8+1 hours

51–75

3d8+1 minutes

76–100

3d8+1 rounds

 

Power Word Daze

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 1

Components: V

Casting Time: 1 standard action

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

Target: One creature with 15 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that 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. Any creature that currently has 151 or more hit points is unaffected by power word deafen.

Hit Points

Duration

5 or less

1d4+1 Hours

6–10

1d4+1 minutes

11–15

1d4+1 rounds

 

Power Word Deafen

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 4

Components: V

Casting Time: 1 standard action

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

Target: One creature with 150 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that 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. Any creature that currently has 151 or more hit points is unaffected by power word deafen.

Hit Points

Duration

50 or less

Permanent

51–100

1d4+1 minutes

101–150

1d4+1 rounds

 

Power Word Die

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 6

Components: V

Casting Time: 1 standard action

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

Target: One creature with 150 hp or less

Duration: See text

Saving Throw: None; Fortitude Partial

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to begin dying. The target coughs up blood as the body dies from the inside out.  Every round the target loses 1 point of damage.  A target that fails it fortitude save immediately drops to 1 hp unless its hp is already 1 or lower.  The duration of the spell depends on the target’s current hit point total when the spell is cast.  Any creature that currently has 151 or more hit points is unaffected by power word die.  Only a break enchantment, heal, mass heal, miracle, or well worded wish can stop the bleeding.  Multiple castings are cumulative but only one enchantment, heal, mass heal, miracle, or well worded wish is needed to end the affect.

Hit Points

Duration

25 or less

Permanent

26–50

3d8+1 hours

51–100

3d8+1 minutes

101–150

3d8+1 rounds

 

Power Word Ecstasy:

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 6

Components: V

Casting Time: 1 standard action

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

Target: One creature with 200 hp or less

Duration: See text

Saving Throw: Fort partial

Spell Resistance: Yes

You utter a single word of power that fills one creature of your choice unimaginable and debilitating pleasure. The creature falls the ground writhing in pleasure, thus is considered prone and stunned for the duration.  On a successful fortitude save the target is only dazed for the duration.  The duration of the spell depends on the target’s current hit point total.  Any creature that currently has 201 or more hit points is unaffected by power word Ecstasy.  Being hit or harmed in any way, shape, or form ends the affect.

Hit Points

Duration

50 or less

Permanent

51–100

1d6+1 hours

101–150

1d6+1 minutes

151–200

1d6+1 rounds

 

Power Word Exhaust

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 3

Components: V

Casting Time: 1 standard action

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

Target: One creature with 100 hp or less

Duration: See text

Saving Throw: None; Fortitude negates

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become very tired.  The exact duration and effects of the spell depends on the target’s current hit point total.  Multiple effects with differing durations overlap.  Any creature that fails its fortitude save also suffers 1 points of non lethal damage per level.  Any creature that currently has 101 or more hit points is unaffected by power word exhaust.

Hit Points

Effects and Duration

25 or less

Sleep for 1d6 rounds, exhaustion for 1d6+1 min,  fatigues for 1d6+1 hours

26–50

Sleep for 1 round, exhaustion for 1d6+1 rounds,  fatigues for 1d6+1 min

51–75

Exhaustion for 1 round,  fatigue for 1d6+1 rounds

76–100

Fatigue for 1 round

 

Power Word Fear

Enchantment (fear, compulsion) [Mind-Affecting]

Level: Sor/Wiz 2

Components: V

Casting Time: 1 standard action

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

Target: One creature with 50 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become shaken, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 51 or more hit points is unaffected by power word fear.

Hit Points

Duration

10 or less

Permanent

11–25

1d4+1 minutes

26–50

1d4+1 rounds

 

Power Word Ill

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 5

Components: V

Casting Time: 1 standard action

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

Target: One creature with 200 hp or less

Duration: See text

Saving Throw: Fortitude partial

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to fall ill, whether the creature can hear the word or not. Any creature that fail a fortitude save becomes nauseated while any creature that succeeds becomes sickened instead.  The duration of the spell depends on the target’s current hit point total.  Any creature that currently has 201 or more hit points is unaffected by power word ill.

Hit Points

Duration

50 or less

Permanent

51–100

2d10 hours

101–150

2d10 minutes

151–200

2d10 rounds

 

Power Word Kneel

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 3

Components: V

Casting Time: 1 standard action

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

Target: One creature with 150 hp or less

Duration: See text

Saving Throw: None; reflex negates

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to fall their knees, whether the creature can hear the word or not. The creature can crawl on its knees but is considered prone for the duration of the spell.  Any creature that has 101–150 hp is not automatically thrown to its knees but must make a reflex save to avoid being knocked to the ground.  The duration of the spell depends on the target’s current hit point total.  Any creature that currently has 151 or more hit points is unaffected by power word kneel.

Hit Points

Duration

25 or less

1d4+1 minutes

26–50

1d4+1 rounds

51–100

1 round

101–150

0 rounds; see text

 

Power Word Quiet

Enchantment (fear, compulsion) [Mind-Affecting]

Level: Sor/Wiz 2

Components: V

Casting Time: 1 standard action

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

Target: One creature with 100 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power which strikes one creature dumb, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 51 or more hit points is unaffected by power word fear.

Hit Points

Duration

5 or less

1d4+1 days

5–15

1d4+1 hours

16–30

1d4+1 minutes

26–50

1d4+1 rounds

 

Power Word Suffer

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 4

Components: V

Casting Time: 1 standard action

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

Target: One creature with 200 hp or less

Duration: See text

Saving Throw: none; Fortitude negates

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks.  The duration of the spell depends on the target’s current hit point total.  Any creature that fails its fortitude save also suffers 1d10/2 caster levels of non- lethal damage. Any creature that currently has 101 or more hit points is unaffected by power word Suffer.  A break enchantment, miracle, or well worded wish can end this affect.

Hit Points

Duration

25 or less

Permanent

26–50

1d6+1 hours

51–75

1d6+1 minutes

76–100

1d6+1 rounds

 

Power Word Sleep

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 6, Peace 6

Components: V

Casting Time: 1 standard action

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

Target: One creature with 200 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to fall to sleep, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total.  The creature can be awakened normally.  Any creature that currently has 201 or more hit points is unaffected by power word sleep.

Hit Points

Duration

50 or less

Permanent

51–100

2d12 hours

101–150

2d12 minutes

151–200

2d12 rounds

 

Power Word Terror

Enchantment (compulsion) [Mind-Affecting]

Spell Level: Sor/Wiz 9

Components:

Cast time: 1 standard action

Range: close (25ft+5ft/two levels)

Duration: see text

Saving Throw: Will power Partial

Spell Resistance: yes

Target: 1 Creature with 300 hp or less

You utter a single word of power that fills one creature with a tremendous horror, whether the creature can hear the word or not.  The creature becomes panicked with you as the source of its fears. If the target succeeds on a will power save it becomes shaken instead of panicked.  The duration of the spell depends on the target’s current hit point total.  The creature can be awakened normally.  Any creature that currently has 201 or more hit points is unaffected by power word sleep.

Hit Points

Duration

25 or less

Permanent

26-75

1d4 hours

76-150

1d4 minutes

151-250

1d4 rounds

 

 

 

 

 

 

 

 

Power Word Weep

Enchantment (Compulsion) [Mind-Affecting]

Level: Sor/Wiz 1

Components: V

Casting Time: 1 standard action

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

Target: One creature with 50 hp or less

Duration: See text

Saving Throw: None

Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to weep endlessly, whether the creature can hear the word or not. The target is considered dazzled and so suffers a –1 penalty on attack rolls Spot checks, and Search checks. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 51 or more hit points is unaffected by power word weep.  A remove curse, heal, miracle, well worded limited wish or wish can all remove this affliction.

Hit Points

Duration

5 or less

1d4+1 days

5–10

1d4+1 hours

11–25

1d4+1 minutes

26–50

1d4+1 rounds

 

 

Rematerialize:

Universal

Spell Level: Sor/Wiz 6

Components: V, S, M

Cast time: one standard action

Range: Unlimited

Target: One Creature object which no longer exists

Duration: Instantaneous

Saving Throw: None (harmless)

Spell Resistance: No

A creature objected which has been disintegrated via disintegrate, destroyed via destruction, vanished via vanish, or similarly removed from existence is restored.  If the creature was killed in the as happens with a disintegrate spell a creature is only returned but not brought back to life.

Arcane material:  A handful of seeds

 

Safe Birth:

Adjuration

Spell Level: Life 2 cleric 3

Components: V, S, DF 

Cast time: one minute

Range: touch

Duration: 1day/2 levels

Saving Throw: yes (harmless)

Spell Resistance: yes (harmless)

Target: 1 Creature giving birth and all beings being born from that one creature

The birthing mother is surrounded by a protective blue aura.  Nothing magical or otherwise can harm the mother and child.  For the duration of the spell the birth proceeds without interference.  The birth goes smoothly.  All children are birthed without causing harm or needing assistance.  The mother experiences absolutely no pain for the duration of the spell. Once the offspring is no longer attached to the mother however it loses all protection granted by this spell

 

Sanctuary Mass:

[Adjuration]

Spell Level: Peace 5 Cleric 5

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

Targets: one Creature per caster level no two of which may be more than 30ft apart

 

This functions in every way like Sanctuary except that it can affect multiple targets.

 

Sarcophagus of stone
Conjuration (creation) [earth]
Components: V, S, M, DF
Casting time: 1 standard action
Range: Close (25ft + 5ft / 2 levels)
Target: 1 medium or smaller creature

 

See Spell Compendium for information, due to a typo the above info was left out!

 

Slow, Greater:

[Transmutation]

Spell Level: Time 5 Sor/Wiz 5 Brd 5

Cast time: standard action

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

Targets: one Creature per 5 caster levels no 2 of which may be more than 30ft apart

Duration: 1 round/Caster Level

Saving Throw: Will negates

Spell Resistance: yes

 

This functions in every way like Slow, except the subjects suffer a -4 to initiative is applied to the current ranking of all affected and the penalty to Attack, AC, and Ref Saves is increases to -3

 

Stasis

Necromancy

Level: Clr 8, Drd 8, Sor/Wiz 7

Components: V, S, M/DF

Cast time: standard action

Range: Close (400ft +40ft/level)

Targets: one Creature

Duration: 10 years/Caster Level

Saving Throw: Will negates

Spell Resistance: yes

One creature falls into a catatonic state. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.  This is not a sleep affect and as such elves are not immune. While in this magical slumber the creature is unaffected by the passage of time, and does not age, nor does the creature need to eat or breath.  Any affect which would normally deal cold damage instead encases the creature in 1 inch of ice per 10 points of cold damage which would normally be dealt, and which must be broken through before any damage can be dealt to the creature, otherwise all damage is dealt normally.  The caster must set a specific circumstance which will end the spell early, such as when the king of Jarlland dies or when a princess kisses the target, the condition must be something which can be accomplished within a year and a day.  Otherwise only a miracle or well worded wish can prematurely end this spell. 

Material Component: a bag of fairy dust and ground diamonds with a total value of at least 1,000 gp.

 

Two Hearts as One:

Enchantment [good, Mind-Affecting]

Spell Level: Clr 8 Love 7 Sor 7 Wiz 8

Components: V S

Cast time: Full round action

Range: Touch

Duration: instantaneous, one minute per HD of target and caster

Saving Throw: None, Will controls, Will teaches

Spell Resistance: yes

You and the target completely open your minds to one another.  You and the target learn everything the other knows.  Either you or the target can chose to make an opposed Cha based Willpower save to take control of the spell and prevent their thoughts form being learned while reading the others, this does not negate each learning all that the other knows but makes recovery of that information far harder.  You can use this to teach each other skills, feats, and spells.  To learn anything you and the target must maintain the spell for 1 minute/HD of both target and caster you or the target.  In this way one can gain an insight bonus to one skill equal ½ the other’s ranks in that skill.  To learn a feat the learner must still qualify for the feat, and the learner must make an Int based will save the DC is based of the teacher’s Int score.  To learn a spell the learner must be able to cast spells of that level, the learner makes a check as if coping the spell for wizard’s spell book but he suffers a -2 penalty, if the teacher is a Wizard the penalty is -4.  If you and the target are of differing alignments each must make a will save 10+ ½ the other’s HD+ their Cha Mod or move one step closer to the other’s alignment if you fail by 10 or roll a nat. 1 you become the others alignment. If you both fail thusly you both move to half way between each other. If the either of you have classes which require you not to be of the alignment of the other you count those levels as double for the DC and gain a bonus = to your Levels in that class, Ex.  Tom the 15 Lvl Good Lawful Pal 4 Lvl Rog with a Cha 20 is the target of Sam the Lvl 20 good Chaotic Sorcerer with a Cha 22’s spell.  Tom makes a will save with a +15 bonus on a DC 26 to not become Good Neutral while Sam must make a DC 32 will save to not become good neutral.  If either has used a will save to successfully control the spell the DC to not change alignment is cut in half and they can change the DC of the none controller by 50% up or down.

 

Vanish:

Universal

Spell Level: Mortality 5 Sor/Wiz 5

Components: V S 

Cast time: one standard action

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

Target: One Creature

Duration: 1 day/Caster level (D); Instantaneous (object); (see text)

Saving Throw: None (objects); Will Negates: Will restores (see text)

Spell Resistance: yes

One creature is winked out of existence.  It leaves nothing behind, no clothes, no dust, not even a soul.  The creature is gone for 1 day/ caster level during which time it maybe returned at the will of caster. If the target succeeds on its will save when the spell is cast nothing happens, but if the creature fails the first save at the end of the spell the creature receives another will save, this time with a +2 competence bonus. If the creature succeeds he returns unharmed exactly how and where he was when he vanished. If he fails this save even the will of the caster can not return it. Because there is nothing to target spells like Mordenkainen’s disjunction which target a person or are unable to return the creature from the nothingness.  Thus, only a, Miracle, True Resurrection, well worded Wish or Limited Wish may return the creature which has vanished.  Only a Miracle, True Resurrection, or well worded Wish may return the creature which has vanished and failed its second will power save. 

If cast on an object it may only affect 1 cubic foot per caster level.  The object remains gone until the caster decides to allow it to return.

Regardless of what disappears when it reappears it hedges out anything in the way moving as much material or as many creature out of the way as necessary but never harming any of them.

 

Wild

Evocation [Chaos]

Level: Clr 5, Drd 5

Components: V, S, M, DF

Casting Time: 24 hours

Range: Touch

Area: 40-ft. radius emanating from the touched point

Duration: Instantaneous

Saving Throw: See text

Spell Resistance: See text

Wild makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a magic circle against law effect.

Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a wilded site cannot be turned into an unwillful undead creature.

Finally, you may choose to fix a single spell effect to the wilded site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting wild again.

Spell effects that may be tied to a wilded site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect law, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one wild spell (and its associated spell effect) at a time. Wild counters but does not dispel canonize.

Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the wilded area.

 

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