

The subject is immediately sickened for the spell's duration. A successful Fortitude save reduces this penalty by half. The subject's Strength score cannot drop below 1. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6 +5). You must succeed on a ranged touch attack to strike a target. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.Ī coruscating ray springs from your hand. When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Roll 2d4 to see how many total HD of creatures you affect. Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. This spell does not change the target's speed. Melee and ranged weapons used by this creature deal more damage.Ī humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. This increase changes the creature's size category to the next larger one. This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. It may not take any actions but is not considered helpless. Halt: The subject stands in place for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

It may act normally while prone but takes any appropriate penalties.įlee: On its turn, the subject falls to the ground and remains prone for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement normal.įall: On its turn, the subject falls to the ground and remains prone for 1 round. You may select from the following options.Īpproach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. Creatures with 6 or more HD are immune t this effect. If the subject succeeds at a Will save, it is shaken for 1 round. The affected creature becomes frightened. A successful save negates the daze effect and halves the damage.Īn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). You unleash a powerful scream, inaudible to all but a single target. Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. This spell imbues the subject with a touch of divine guidance. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. This spell has no effect on a creature that is already fatigued. The subject is immediately fatigued for the spell's duration. You must succeed on a touch attack to strike a target. You channel negative energy through your touch, fatiguing the target. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Humanoids of 5 or more hD are not affected. This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions.
