Enchantment Spells
Description of Enchantment School
- Aid +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
- Animal Messenger Sends a Tiny animal to a specific place.
- Animal Trance Fascinates 2d6 HD of animals.
- Antipathy Object or location affected by spell repels certain creatures.
- Bane Enemies take -1 on attack rolls and saves against fear.
- Binding Utilizes an array of techniques to imprison a creature.
- Bless Allies gain +1 on attack rolls and saves against fear.
- Bolts of Bedevilment Gain one ray/round which can daze creatures for 1d3 rounds.
- Calm Animals Calms (2d4 + level) HD of animals.
- Calm Emotions Calms creatures, negating emotion effects.
- Charm Animal Makes one animal your friend.
- Charm Monster Makes monster believe it is your ally.
- Charm Monster, Mass As Charm Monster, but all within 30 ft.
- Charm Person Makes one person your friend.
- Command, Greater As Command, but affects one subject/level.
- Command One subject obeys selected command for 1 round.
- Confusion Subjects behave oddly for 1 round/level.
- Confusion, Lesser One creature is confused for 1 round.
- Crushing Despair Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Daze Humanoid creature of 4 HD or less loses next action.
- Daze Monster Living creature of 6 HD or less loses next action.
- Deep Slumber Puts 10 HD of creatures to sleep.
- Demand As Sending, plus you can send Suggestion.
- Dominate Animal Subject animal obeys silent mental commands.
- Dominate Monster As Dominate Person, but any creature.
- Dominate Person Controls humanoid telepathically.
- Enthrall Captivates all within 100 ft. + 10 ft./level.
- Feeblemind Subject's Int and Cha drop to 1.
- Geas, Lesser Commands subject of 7 HD or less.
- Geas/Quest As Lesser Geas, plus it affects any creature.
- Good Hope Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Heroism, Greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Heroism Gives +2 on attack rolls, saves, skill checks.
- Hideous Laughter Subject loses actions for 1 round/ level.
- Hold Animal Paralyzes one animal for 1 round/level.
- Hold Monster As Hold Person, but any creature.
- Hold Monster, MassAs Hold Monster, but all within 30 ft.
- Hold Person Paralyzes one humanoid for 1 round/level.
- Hold Person, Mass As Hold Person, but all within 30 ft.
- Hypnotism Fascinates 2d4 HD of creatures.
- Insanity Subject suffers continuous Confusion.
- Irresistible Dance Forces subject to dance.
- Lullaby Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against Sleep.
- Maddening Scream Subject has -4 AC, no shield, Reflex save on 20 only.
- Mind Fog Subjects in fog get -10 to Wis and Will checks.
- Modify Memory Changes 5 minutes of subject's memories.
- Power Word Blind Blinds creature with 200 hp or less.
- Power Word Kill Kills one creature with 100 hp or less.
- Power Word Stun Stuns creature with 150 hp or less.
- Prayer Allies +1 bonus on most rolls, enemies -1 penalty.
- Rage Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
- Sleep Puts 4 HD of creatures into magical slumber.
- Song Of Discord Forces targets to attack each other.
- Suggestion Compels subject to follow stated course of action.
- Suggestion, Mass As Suggestion, plus one subject/level.
- Symbol Of Insanity Triggered rune renders nearby creatures insane.
- Symbol Of Persuasion Triggered rune charms nearby creatures.
- Symbol Of Sleep Triggered rune puts nearby creatures into catatonic slumber.
- Symbol Of Stunning Triggered rune stuns nearby creatures.
- Sympathy Object or location attracts certain creatures.
- Touch Of Idiocy Subject takes 1d6 points of Int, Wis, and Cha damage.
- Touch of Madness Touch attack to daze one creature for 1 round/level.
- Zone Of Truth Subjects within range cannot lie.