Emotion

Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft.+10 ft./level)

Targets: All living creatures within a 15-ft. radius

Duration: Concentration

Saving Throw: Will negates

Spell Resistance: Yes

This spell arouses a single emotion of your choice in the subject creatures. You can choose any one of the following:

Despair: The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Despair dispels emotion (hope).

Fear: The enchanted creatures flee from you whenever they are in line of sight of you. Fear dispels emotion (rage).

Friendship: The enchanted creatures react more positively toward others. The creatures’ attitude on the attitude table in the Dungeon Master Guide (see Dungeon Master Guide page @@) shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, or indifferent to friendly). Creatures involved in combat, however, continue to fight back normally. Friendship dispels emotion (hate).

Hate: The enchanted creatures react more negatively toward others. The creatures’ reaction on the reaction table shifts to the next less favorable reaction (friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile. Hate dispels emotion (friendship).

Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Hope dispels emotion (despair).

Rage: The enchanted creatures gain a +2 bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –1 penalty to AC. The creatures are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage. Rage dispels emotion (fear).

Improved Invisibility

Illusion (Glamer)

Level: Brd 4, Sor/Wiz 4

Components: V, S

Target: You or creature touched

Duration: 1 minute/level (D)

Saving Throw: Will negates (harmless)

As invisibility, except the spell doesn’t end if the target attacks.

Remove Curse

Abjuration

Level: Brd 3, Clr 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature or item touched

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Remove curse instantaneously removes all curses on an object or a person. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove curse counters and dispels bestow curse.

Scry

Divination

Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4

Components: V, S, M/DF, F

Casting Time: 1 hour

Range: See text

Effect: One magical sensor

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

You can see and hear some creature, who may be at any distance. You must succeed at a Scry check to do so. The difficulty of the task depends on how well you knows the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, you get a –5 penalty on the Scry check.

KnowledgeDC
None*20
Secondhand. You have heard of the subject.15
Firsthand. You have met the subject.10
Familiar. You know the subject well.5

*You must have some sort of connection of a creature whom you have no knowledge of.

ConnectionScry Check Bonus
Likeness or picture+5
Possession or garment+8
Body part, lock of hair, nail clippings, etc.+10

This spell creates a magical sensor located near the subject. Any creature with a 12 Intelligence or higher can notice the sensor by making a Scry skill check (or Intelligence check) at a DC of 20.

The following spells can be cast through a scry spell: comprehend languages, read magic, tongues, and darkvision. The following spells have a 5% chance per caster level of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message.

Arcane Material Components: The eye of a hawk, an eagle, or even a roc and nitric acid, copper, and zinc.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.

Druid Focus: A natural pool of water.