Mind-affecting Spells

From DDO Compendium


This is the list of all the Spells that can affect your mind


Name Effect Levels Metamagics Cost
Spell Aid Icon.pngAid
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 10) temporary hit points, and grants a +1 morale bonuses on attack rolls and saves against fear.

Cleric 2
Dark Apostate 2
Favored Soul 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Aid, Mass Icon.pngAid, Mass
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 15) temporary hit points and a +1 morale bonus to attack rolls and saves against fear. Affects multiple targets.

Cleric 3
Dark Apostate 3
Favored Soul 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effct have their will save momentually weakened (-3 to will). Mindless targets cannot save, but the duration is halved.

Druid 2
Blight Caster 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Bane Icon.pngBane
Enchantment (Compulsion)(Fear)(Mind-affecting)
Target: Foe

Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.

Cleric 1
Dark Apostate 1
Favored Soul 1
Warlock 1
Acolyte of the Skin 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Bless Icon.pngBless
Enchantment (Compulsion)(Mind-affecting)
Target: Self

You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane.

Cleric 1
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 1
Extend
Quicken
Spell Points:
10
Spell Cause Fear Icon.pngCause Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe

An enemy becomes frightened. A successful will save causes the target to become shaken instead. Necrotic energy slows the target slightly.

Bard 1
Stormsinger 1
Cleric 1
Dark Apostate 1
Favored Soul 1
Sorcerer 1
Wizard 1
Warlock 1
Acolyte of the Skin 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
6
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.

Druid 1
Ranger 1
Dark Hunter 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Charm Monster Icon.pngCharm Canine
Enchantment (Charm)(Mind-affecting)
Target: Foe

An enemy non-magical canine is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Clickie 10
Spell Charm Monster Icon.pngCharm Monster
Enchantment (Charm)(Mind-affecting)
Target: Foe

An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Bard 3
Stormsinger 3
Sorcerer 4
Warlock 3
Acolyte of the Skin 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25
Spell Charm Person Icon.pngCharm Person
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 1
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Acolyte of the Skin 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
10
Spell Command Icon.pngCommand
Enchantment (Mind-affecting)
Target: Foe

An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 1
Dark Apostate 1
Favored Soul 1
Warlock 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
6
Enhancement Confusion Icon.pngConfuse Monster
Enchantment (Confuse)(Mind-affecting)
Target: Foe

Activate: Target non-boss monster becomes Confused on a failed Will Saving Thrw.

Confused monsters attack and are attacked by both monster characters and player characters.

Spell Like Ability Embolden
Enlarge
Heighten
Quicken
Depravity
3 (Rank 1)
2 (Rank 2)
1 (Rank 3)
Enhancement Mass Confusion Icon.pngMass Confuse Monster
Enchantment (Confuse)(Mind-affecting)
Target: Foe

Activate: Target a group of non-boss monsters to become Confused on a failed Will Saving Throw.

Confused monsters attack and are attacked by both monster characters and player characters.

Spell Like Ability Embolden
Enlarge
Heighten
Quicken
Depravity
12 (Rank 1)
8 (Rank 2)
4 (Rank 3)
Spell Crushing Despair Icon.pngCrushing Despair
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect bug regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect.

Bard 3
Stormsinger 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Daze Monster Icon.pngDaze Monster
Enchantment (Mind-affecting)
Target: Foe

Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save.

Bard 2
Stormsinger 2
Sorcerer 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
5
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 2 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.

Bard 3
Stormsinger 3
Sorcerer 3
Warlock 3
Acolyte of the Skin 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate actls like Charm, with additional Will saves every 15 to 30 seconds, but the creatures will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.

Druid 3
Blight Caster 3
Embolden
Enlarge
Heighten
Quicken
Spell Points:
20
Spell Dominate Monster Icon.pngDominate Monster
Enchantment (Dominate)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.

Sorcerer 9
Warlock 6
Acolyte of the Skin 6
Wizard 9
Enlarge
Heighten
Quicken
Spell Points:
50
Spell Dominate Person Icon.pngDominate Person
Enchantment (Compulsion)(Mind-affecting)
Target: Humanoid Foe

Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.

Bard 4
Stormsinger 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25 (Bard)
25 (Stormsinger)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
Spell Doom Icon.pngDoom
Necromancy (Fear)(Mind-affecting)(Evil)
Target: Foe

A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by a -2. A successful Will save negates this effect. This is a fear effect.

Cleric 1
Dark Apostate 1
Favored Soul 1
Warlock 1
Acolyte of the Skin 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Fear Icon.pngFear
Necromancy (Mind-affecting)
Target: Foe, Positional

A cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy.

Bard 3
Stormsinger 3
Blight Caster 4
Sorcerer 4
Warlock 3
Acolyte of the Skin 3
Wizard 4
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Feeblemind Icon.pngFeeblemind
Enchantment (Mind-affecting)
Target: Foe

Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect.

Sorcerer 5
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
30
Spell Focusing Chant Icon.pngFocusing Chant
Enchantment (Mind-affecting)
Target: Self

You gain a +1 circumstance bonus to attack rolls and skill checks.

Bard 1
Stormsinger 1
Extend Spell Points:
10
Spell Good Hope Icon.pngGood Hope
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Instills powerful hope, giving a +2 morale bonus to attack, saves, abilities, skills, and weapon damage.

Bard 3
Stormsinger 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Greater Command Icon.pngGreater Command
Enchantment (Mind-affecting)
Target: Foe

Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 5
Dark Apostate 5
Favored Soul 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Greater Heroism Icon.pngGreater Heroism
Enchantment (Mind-affecting)
Target: Friend, Self

Imbues a single ally with greate bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.

Bard 5
Stormsinger 5
Sorcerer 6
Wizard 6
Enlarge
Extend
Quicken
Spell Points:
30
Spell Greater Liquid Courage Icon.pngGreater Liquid Courage
Transmutation (Mind-affecting)
Target: Self

Primer Element: Ceruleite
Drink a personal vial of glowing golden liquid that grants incredible courage. This potion grants the effect of the Greater Heroism spell: A +4 Morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.

Alchemist 3 Extend
Quicken
Spell Points:
25
Spell Heroism Icon.pngHeroism
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery and morale in battle, gainint a +2 morale bonus on attacks, saves, and skill checks.

Bard 2
Stormsinger 2
Sorcerer 3
Wizard 3
Enlarge
Extend
Quicken
Spell Points:
20 (Sorcerer)
20 (Wizard)
15 (Bard)
15 (Stormsinger)
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Mindless targets cannot save, but the duration is halved.

Druid 2
Blight Caster 2
Ranger 2
Dark Hunter 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Hold Monster, Mass Icon.pngHold Monster
Enchantment (Mind-affecting)
Target: Foe

An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Bard 4
Stormsinger 4
Sorcerer 5
Warlock 4
Acolyte of the Skin 4
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
25 (Stormsinger)
30 (Sorcerer)
30 (Warlock)
30 (Acolyte of the Skin)
30 (Wizard)
Spell Hold Monster, Mass Icon.pngHold Monster, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no action for a maximum of 6 secons per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Sorcerer 9
Warlock 6
Acolyte of the Skin 6
Wizard 9
Embolden
Enlarge
Eschew Materials
Quicken
Spell Points:
50
Spell Hold Person Icon.pngHold Person
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 2
Stormsinger 2
Cleric 2
Dark Apostate 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Hold Person Icon.pngHold Person, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Person on multiple humanoids. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Sorcerer 7
Warlock 5
Acolyte of the Skin 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Hypnotic Combination Icon.pngHypnotic Combination
Transmutation (Mind-affecting)
Target: Foe, Directional

Primer Element: Ceruleite
Throw a bottle at a single target full of hallucinogenic material. On a failed Will save, the target is Confused, attacking and able to be attacked by friend and foe alike. Targets can re-attempt the Will save every 24 seconds. This effect lasts for 15 seconds +2 per Caster Level.

Alchemist 4 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
Spell Hypnotic Pattern Icon.pngHypnotic Pattern
Illusion (Mind-affecting)
Target: Foe, Positional

A twisting patter of subtle, shifting color weaves through the air, fascinating targets within it. A successful Will save negates this effect. Creatures exposed to this effect have their will save momentarily weakened by three.

Bard 2
Stormsinger 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell Hypnotism Icon.pngHypnotism
Enchantment (Mind-affecting)
Target: Foe

Dazes nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful WIll save negates this effect. Creatures targeted by this effect also have a -3 to Will saves for the next 8 seconds.

Bard 1
Stormsinger 1
Warlock 1
Acolyte of the Skin 1
Wizard 1
Sorcerer 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Lionheart Icon.pngLionheart
Abjuration (Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery, making them immune to fear.

Paladin 1
Sacred Fist 1
Extend
Quicken
Spell Points:
10
Spell Liquid Courage Icon.pngLiquid Courage
Transmutation (Mind-affecting)
Target: Self

Primer Element: Ceruleite
Drink a personal vial of glowing golden liquid that grants incredible courage. This potion grants the effect of the Heroism spell: A +2 Morale bonus to attack rolls, saving throws, and skill checks. This lasts for 1 minute per Caster Level.

Alchemist 2 Extend
Quicken
Spell Points:
20
Spell Mass Charm Monster Icon.pngMass Charm Monster
Enchantment (Mind-affecting)
Target: Foe

A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Bard 6
Stormsinger 6
Sorcerer 8
Warlock 6
Acolyte of the Skin 6
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Acolyte of the Skin)
45 (Wizard)
35 (Bard)
35 (Stormsinger)
Spell Mind Fog Icon.pngMind Fog
Enchantment (Mind-affecting)
Target: Foe, Positional, Breakable

Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.

Bard 5
Stormsinger 5
Sorcerer 5
Warlock 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Otto's Irresistible Dance Icon.pngOtto's Irresistible Dance
Enchantment (Mind-affecting)
Target: Foe

At your touch, enemies feel an irresistible urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place.

Bard 6
Stormsinger 6
Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
35 (Stormsinger)
Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.

Bard 1
Stormsinger 1
Sorcerer 2
Warlock 1
Acolyte of the Skin 1
Wizard 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Otto's Sphere of Dancing Icon.pngOtto's Sphere of Dancing
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional, Breakable

A magical sphere that compells all enemies who enter it to dance. A successful Will save negates this effect.

Bard 4
Stormsinger 4
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion (Fear)(Death)(Mind-affecting)(Bane)
Target: Foe

Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If they fail the Will save, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 2 to 4 damage per caster level.

Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25
Power Word- Blind Icon.pngPower Word: Blind
Enchantment (Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded 1 to 5 minutes, and creatures above 301 hp are blinded for 10 to 30 seconds.

Sorcerer 7
Wizard 7
Enlarge
Quicken
Spell Points:
10
Spell Power Word- Stun Icon.pngPower Word: Kill
Enchantment (Compulsion)(Mind-affecting)(Death)
Target: Foe

A single word of power is uttered, instantly killing a target creature.

Sorcerer 9
Warlock 6
Wizard 9
Enlarge
Quicken
Spell Points:
50
Spell Power Word- Stun Icon.pngPower Word: Stun
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds.

Sorcerer 8
Warlock 6
Acolyte of the Skin 6
Wizard 8
Enlarge
Quicken
Spell Points:
10
Spell Prayer Icon.pngPrayer
Enchantment (Compulsion)(Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20.

Cleric 3
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 3
Extend
Quicken
Spell Points:
20
Spell Prismatic Ray Icon.pngPrismatic Ray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant ray of multicoloredlight projects from your finger, blinding weak targets and producing one or more random effects. This spell has double range.

Sorcerer 5
Wizard 5
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Prismatic Spray Icon.pngPrismatic Spray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Recitation Icon.pngRecitation
Enchantment (Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves.

Cleric 4
Dark Apostate 4
Favored Soul 4
Enlarge
Extend
Quicken
Spell Points:
25
Spell Scare Icon.pngScare
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Targets subject to the fear effect will be slowed slightly by necrotic energy.

Bard 2
Stormsinger 2
Sorcerer 2
Warlock 2
Acolyte of the Skin 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Sleep Icon.pngSleep
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level)

Bard 1
Stormsinger 1
Sorcerer 1
Warlock 1
Acolyte of the Skin 1
Wizard 1
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Sleep Powder Icon.pngSleep Powder
Transmutation (Compulsion)(Mind-affecting)
Target: Foe, Directional

Primer Element: Gildleaf
Scatter a dust-based magical poison that causes enemies that inhale the mixture to fall asleep. This Sleep lasts for 20 seconds + 2 seconds per Caster level, or until damaged. A successful Will save negates the effect; the save is repeated every 12 seconds the creature remains asleep. Has no effect on enemies that do not need to breathe or sleep.

Alchemist 1 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect.

Bard 2
Stormsinger 2
Sorcerer 3
Warlock 2
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Suggestion Icon.pngMass Suggestion
Enchantment (Charm)(Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allow you to suggest that they fight as your allies for 30 + 2 seconds per caster level.

Bard 5
Stormsinger 5
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Bard)
30 (Stormsinger)
Spell Symbol of Fear Icon.pngSymbol of Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 6
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 4
Acolyte of the Skin 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Symbol of Persuasion Icon.pngSymbol of Persuasion
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 6
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 4
Acolyte of the Skin 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Symbol of Stunning Icon.pngSymbol of Stunning
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 7
Dark Apostate 7
Favored Soul 7
Sorcerer 7
Warlock 5
Acolyte of the Skin 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Touch of Idiocy Icon.pngTouch of Idiocy
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.

Sorcerer 2
Warlock 1
Acolyte of the Skin 1
Wizard 2
Enlarge
Quicken
Spell Points:
5
Spell Weird Icon.pngWeird
Illusion (Fear)(Death)(Mind-affecting)
Target: Foe

A targeted foe and all nearby enemies are subject to a Phantasmal Killer effect, with a Will DC: 20 + Highest of INT/WIS/CHA Modifier + Illusion Bonus save to prevent the death.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
50