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:
V
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,
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;
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
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:
V
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.