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Animal Trance
Level: Bard 2, Druid 2
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
Compel up to 2d6 Hit Dice of creatures into doing nothing for as long as you concentrate.
Blindness / Deafness
Level: Bard 2, Cleric 3, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Medium (100')
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: Fortitude Save
The target creature is struck blind and deaf.
Blur
Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: None
You appear blurred, making it more difficult to hit you. You are concealed, giving opponents a 20% chance of missing you.
Calm Emotions
Level: Bard 2, Cleric 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Concentrate
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save
Calms an agitated creature. Stops barbarian rages and suppresses morale bonuses and fear effects.
Cat's Grace
Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: No
Saving Throw: None
The target creature's Dexterity is increased by +4.
Cure Moderate Wounds
Level: Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
Cure a creature using positive energy. Cures 2d8 points of damage +1 point per caster level (to a maximum of +10). Against undead creatures, the spell deals damage rather than curing it.
Daze Monster
Level: Bard 2, Sorcerer 2, Wizard 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: 1 Round
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save
This enchantment clouds the mind of creatures of 6 or fewer Hit Dice.
Delay Poison
Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 600 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None
The subject becomes temporarily immune to poison.
Eagle's Splendor
Level: Bard 2, Cleric 2, Paladin 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
The target creature's Charisma is increased by +4.
Fox's Cunning
Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
The target creature's Intelligence is increased by +4.
Heroism
Level: Bard 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Touch
Duration: Level x 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
This spell inspires the target with great bravery. The recipient gains a +2 morale bonus on attack rolls, saves, and skill checks.
Hold Person
Level: Bard 2, Cleric 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save
The target humanoid is paralyzed for the duration of the spell. The victim may attempt a Will save each round to try and break free from the spell's effect.
Hypnotic Pattern
Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
A hypnotic pattern fascinates creatures within a radius of 10' (2 squares) up to 2d4 Hit Dice +1 per caster level (to a maximum of +10).
Invisibility
Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
Rage
Level: Bard 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
This spell affects one creature per three caster levels that are within 30' (6 squares) of the target location. Each affected creature gains a +4 morale bonus to Strength and Constituation, as well as a +2 morale bonus to Will saves and a -2 penalty to Armor Class. When the spell wears off, the subject is fatigued.
Scare
Level: Bard 2, Sorcerer 2, Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Fear, Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save
A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 penalty to attack, damage, and saving throws.
Silence
Level: Bard 2, Cleric 2
School: Illusion
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
This spell creates a zone of silence within 20' (4 squares) around the target area, preventing all within the area of effect from casting spells with verbal components.
Sound Burst
Level: Bard 2, Cleric 2
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Sonic
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Fortitude Save
All creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for a round.
Summon Monster II
Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None
You summon a fiendish wolf to be a faithful and loyal servant.
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