Charm Monster - Enchantment (Charm) [Mind-Affecting]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like charm person, except that the effect is not restricted by creature type or size.
Confusion - Enchantment (Charm) [Mind-Affecting]
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: All creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.
d% | Behavior |
---|
01 - 10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible). |
11 - 20 | Act normally. |
21 - 50 | Do nothing but babble incoherently. |
51 - 70 | Flee away from caster at top possible speed. |
71 - 100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). |
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.
Crushing Despair - Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects.
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.
Freedom of Movement - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
Invisibility, Greater - Illusion (Glamer)
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.
Locate Creature - Divination
Components: V, S, M
Duration: 10 min./level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you.
It cannot find a creature of a certain type (such as humanoid or animal). To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Material Component: A bit of fur from a bloodhound.
Mirror Image, Greater - Illusion (Figment)
Components: V, S
Casting Time: 1 immediate action
Range: Personal; see text for mirror image (PH 254)
Target: You
Duration: 1 minute/level (D)
Several illusory duplicates of you pop into being.
This spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends. This spell also differs from mirror image in that you can cast this spell even when it's not your turn.
Phantom Battle - Illusion (Figment)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell creates the illusion of a fierce battle.
Creatures in the area move cautiously as they are caught up in the phantom melee. Your enemies move cautiously and pass up the opportunity to strike their foes, since the roar and confusion of the battle distracts them. All creatures within the area of the spell that fail their saving throws cannot make attacks of opportunity. In addition, all creatures within the area are considered flanked. A creature ignores these effects when it leaves the spell's area.
If a creature reenters the spell's area after leaving it, the creature can attempt another save to resist the spell if its initial save failed. A creature that enters the area for the first time after the spell is cast must also make a saving throw to resist the effect.
A phantom battle spell produces noise appropriate to a mob of creatures locked in battle. Anyone in the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand. A creature that succeeds on its save can still see the spectral outline of the illusion, but is able to block out the distraction and fight as normal.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.
Rainbow Pattern - Illusion (Pattern) [Mind-Affecting]
Components: S, M, AF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. 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. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area (through flame, off a cliff, or the like), each fascinated creature gets a second save.
If the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can't see them are no longer affected. The spell does not affect sightless creatures.
Material Component: A piece of phosphor.
Focus: A crystal prism.
Solid Fog - Conjuration (Creation)
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
Whelm, Mass - Enchantment (Compulsion) [Mind-Affecting]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With a sweep of your arm, creatures reel as an invisible surge of magical power invades their minds.
This spell functions like whelm, except that it affects multiple targets and it deals 1d6 points of nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.