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Spells
Nov 28, 2007 11:05:36 GMT
Post by Dungeon Master on Nov 28, 2007 11:05:36 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 1 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: Variable (see below)
When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal. When under the effect of this spell, you grant a +4 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and damage rolls when you use your inspire courage bardic ability. The effect lasts as long as the effect of your inspire courage lasts. If you don’t begin to inspire courage within 1 minute of casting this spell, the effects of harmony end.
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Spells
Nov 28, 2007 11:06:57 GMT
Post by Dungeon Master on Nov 28, 2007 11:06:57 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 3 Components: V, S Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Area: 1 target/level Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes
Your song or poem causes a deep depression in intelligent creatures. Any creature with Intelligence 10 or higher is shaken (–2 morale penalty on attack rolls, damage rolls, and saving throws).
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Spells
Nov 28, 2007 11:08:30 GMT
Post by Dungeon Master on Nov 28, 2007 11:08:30 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 1, Hrp 1 Components: V, S Casting Time: 1 action Range: 30 ft. Area: 30-ft.-radius burst centered on you Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes
You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore. The spell affects only those creatures that have 5 HD or less. Anyone affected is dazed for 1 round. Creatures beyond the radius of the burst may hear the shout, but don’t become dazed.
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Spells
Nov 28, 2007 11:10:09 GMT
Post by Dungeon Master on Nov 28, 2007 11:10:09 GMT
Evocation [Cold] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Dagger of ice Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
You create a dagger-shaped piece of ice that launches itself at a target within range as a grenadelike weapon. The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and the target may make a Reflex save for half damage. Creatures within 5 feet of the target take 1 point of cold damage.
Material Component: A few drops of water made from melted ice.
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Spells
Nov 28, 2007 11:15:48 GMT
Post by Dungeon Master on Nov 28, 2007 11:15:48 GMT
Transmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Personal Target: Your hand Duration: 1 round/level (D)
You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand gains a +2 enhancement bonus on attack and damage when making unarmed attacks, and you inflict normal damage instead of subdual damage. You are considered armed with this hand. You cannot use that hand to cast spells, but can otherwise use the hand normally. Your hand’s enhancement bonus does not apply to melee touch attacks.
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Spells
Nov 28, 2007 11:23:05 GMT
Post by Dungeon Master on Nov 28, 2007 11:23:05 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 2 Components: V, S Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Targets: One creature Duration: Concentration + 2 rounds Saving Throw: Will negates Spell Resistance: Yes
You put your target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking she has entered a nightmare.
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Spells
Nov 28, 2007 11:27:37 GMT
Post by Dungeon Master on Nov 28, 2007 11:27:37 GMT
Transmutation Level: Brd 0 Components: V, S Casting Time: 1 full round Range: Personal Duration: Performance +1 hour or until discharged (see text)
You acquire an even greater Charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma check to influence an NPC’s attitude (for details, see NPC Attitudes, page 149 of the DUNGEON MASTER’s Guide) or Charisma based skill check against any one person who saw the performance. This effect lasts for the duration of the performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect.
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Spells
Nov 28, 2007 11:33:28 GMT
Post by Dungeon Master on Nov 28, 2007 11:33:28 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 4 Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Will negates (see text) Spell Resistance: Yes (see text)
You attack with a war cry that bolsters your own courage as well as intimidating your enemies. As a result of this spell, you gain a +2 morale bonus on attacks and damage, or a +4 morale bonus on attacks and damage made as part of a charge attack. Any opponent you attack in melee must make a Will save or become panicked. Once the target makes a successful saving throw against this effect, it cannot be affected by your war cry for one day.
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