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00:13, 20th April 2024 (GMT+0)

Chapter 12: The Beginning of the End.

Posted by ArtemisFor group 0
Penny Dreadful
player, 1498 posts
HP 133/133
Def 21/19/21+1+1
Fri 25 Mar 2022
at 06:45
  • msg #155

Re: Chapter 12: The Beginning of the End

'Because one of them is outside now.' Penny answered. She raised a hand to signal Alice to halt and wait, and went on to Kate. 'Is it safe for her to approach? I wouldn't want some guard or household staff member to get the wrong idea about her.' Down below, Alice would surely see Penny speaking to someone else in the room with her.
Artemis
GM, 2370 posts
Fri 25 Mar 2022
at 14:03
  • msg #156

Re: Chapter 12: The Beginning of the End

ooc: Hahahahahaha! Holding up the gun like that, seriously cracks me up!

ic: Before Kate can answer, the door opens rather suddenly, an irritable looking Crowley on the other end. Who called the calvary? he growls. My men spotted some fools trying to sneak up on the house. I don't think they're Belial's, could be your precious men of letters. You'd better tell me fast, or I can't be held responsible for what happens to them... he warns.
Penny Dreadful
player, 1500 posts
HP 133/133
Def 21/19/21+1+1
Sat 26 Mar 2022
at 07:58
  • msg #157

Re: Chapter 12: The Beginning of the End

'Yes, they're Men of Letters!' Penny cried, cutting off Crowley before he either carry out his threat or carry on any longer. She still didn't trust the demon, and quite rightly, so she felt uncomfortably like she was betraying her side now. Ian's loss and Belial's kidnapping had left her much too shaken, and she still felt like a prisoner in this house. 'The one outside the window is, anyway. I've signalled her to wait where she is. We'll go meet her there. Come on, Kate, I think you'll like Alice.' She started striding boldly toward the door, hoping no one tried to stop her...


OOC: Penny will go to meet Alice if she can.
Mary-Alice Reussoe Conner
player, 487 posts
HP 141/45
Pretty but boy's clothes
Sat 26 Mar 2022
at 15:30
  • msg #158

Re: Chapter 12: The Beginning of the End

Alice nodded and put away her gun. She gave a whistle, wanting the others to come to her.
Artemis
GM, 2371 posts
Thu 31 Mar 2022
at 12:54
  • msg #159

Re: Chapter 12: The Beginning of the End

Crowley immediately turns on his heels to call off his men and thankfully does nothing to stop Penny. Instead, she and Kate end up on the quiet street, coming face to face with about a dozen or so men of letters, on top of a few stragglers, namely Alice, Lily, and, to Penny's shock, a very concerned looking Ian. Alive, well, and rushing to you like he hasn't seen you in fifty years.

Meanwhile, Lily gives a whoop of joy at seeing Kate. Kate, is that really you?! she laughs happily.
Penny Dreadful
player, 1501 posts
HP 133/133
Def 21/19/21+1+1
Mon 4 Apr 2022
at 07:32
  • msg #160

Re: Chapter 12: The Beginning of the End

Penny hurried down the stairs and out of the house, not at all eagerly but definitely urgently. She still half-expected a trap, possessing demons or shifters in disguise as the Men of Letters she had come to know and trust, and even to fear she was still in Belial's box and merely imagining all of this as part of mental torments. And even if it was all real, how could she face them? She'd gotten Ian killed.

Yet, as she laid her eyes upon them, Penny scanned the brave band, seeking Ian's face as if he might appear, alive and well and telling her it had all been a nightmare or a lie. But no, it couldn't be. She had to face the truth. Then she saw him, the last on the scene. She narrowed her eyes in scrutiny; he seemed a stranger, a mere look-alike, for it was hard to dismiss her disbelief and shake from her memory her final vision of his face contorted in terrible pain.

But it was him. Ian. Alive and well.

'Ian?' Penny questioned in utter puzzlement, even as they fell into each other's arms, holding tightly enough to never be separated again. It looked like him, it felt like him, smelled and sounded like him. 'Ian!' Penny gasped, buried her face in his shoulder to hide her tears. 'I thought—' she choked; she couldn't say any more. 'Oh, Ian.' was all she could manage, being just so thankful he was alive.
Mary-Alice Reussoe Conner
player, 488 posts
HP 141/45
Pretty but boy's clothes
Mon 4 Apr 2022
at 07:40
  • msg #161

Re: Chapter 12: The Beginning of the End

Alice stayed back, but couldn't help a grin at her handywork. When Penny did look her way she reached into her shirt pocket and took out the now empty bottle of jealing juice. She grinned and gave a wink but otherwise stayed out of the way.
This message was last edited by the player at 15:36, Tue 05 Apr 2022.
Kate Piper
player, 391 posts
Tue 5 Apr 2022
at 06:21
  • msg #162

Re: Chapter 12: The Beginning of the End

Kate clapped Lily on the shoulder with a grin. But their reunion is interrupted when Penny spots Ian. “Thank God,” she muttered watching her daughter and Ian with a soft smile.
Artemis
GM, 2372 posts
Mon 11 Apr 2022
at 14:54
  • msg #163

Re: Chapter 12: The Beginning of the End

Ian hugs Penny back so hard it nearly takes the wind out of her, lifting her up so that her feet dangle off the ground. At last he puts her down, grinning from ear to ear as he kisses her forehead. I'm still not convinced I wasn't dead, he shakes his head, turning to Alice. But she pulled me back to life, thank God. I'm just amazed you're alright. But then, with Kate involved, I guess that solves that! he turns to give Kate a hug too. By now, Crowley has emerged from the house, watching the scene with a look of distaste. Ugh....so much bloody affection, he mutters. Get it all in while you can. It's about time to stop an apocalypse so you're not going to get another chance. Lily turns to Crowley with a look of distrust. I don't know who this is, but already I want to punch him. You have a very punchable face, she points out to the man. He looks a bit threatened by this, and takes a step back, and you wonder if perhaps he knows that the woman is a Nephilim, otherwise he surely wouldn't be so intimidated. Uh...I'd rather you didn't. He says nervously. Then he turns to the rest of you. Alright, you'd better go check in with your precious men of letters. I am bringing over what men of my own I can manage. We'll be ready to meet at Central Park, when the time comes. You just tell your people not to kill us, eh? You're going to need every helping hand you can get, demon or not. Oh, and Kate, I didn't forget those...items we talked about. They'll be ready and waiting for you at the front lines. He then nods at Lily. Oh, and we'll have lots and lots of hellhounds, so you may want to protect yourself ahead of time, or they're going to head straight for you, he says with a quirk of amusement. She glares at him and he takes yet another step back.

ooc: Ok, finish up here and we're going to skip ahead to the final battle! Make any preparations, any last minute interactions, etc. You have about 8 hours before it's time. Penny will be given the ring of Solomon and some instructions on how it works, I'll be giving those to you in the next post. I'll also have a few more goodies for all of you then too, but let me know if there's anything in particular you need/want before the end.
Penny Dreadful
player, 1502 posts
HP 133/133
Def 21/19/21+1+1
Wed 13 Apr 2022
at 09:54
  • msg #164

Re: Chapter 12: The Beginning of the End

At last releasing Ian, albeit with great reluctance and still with her hands on his shoulders, Penny glanced wonderingly across to Alice and spied the used phial she produced by way of answer. 'Oh, of course.' Penny breathed, wishing she had realised earlier, if only to have spared herself one more moment's grief. 'Thank you, Alice.' she said softly and thankfully.

But other needs and revelations stole her attention from her reunion, and Penny eyed Crowley with concern. 'Men? You mean demons.' she uttered with flat distaste for the idea. 'Crowley, I do not doubt that you have reasons of your own to oppose Belial, but can you rely on these minions of yours? Forgive me, but demons are far from the most loyal and trustworthy beings. It will take but one to throw in his lot with Belial, give away our plans and turn on us at a critical juncture, and the whole plan will be ruined.' she pointed out, and not unreasonably she thought. An unspoken part of her concern was not only the demons, but Crowley himself. Why was he involved? What did he get out of this. She felt like she'd already missed out on too much, like this plan was bigger than she could grasp. Who had approved this alliance? Where was Victoria? 'The hellhounds, however, shall be quite appreciated.' Oh yes, she could expect loyalty from the former black dogs of the moor.
Mary-Alice Reussoe Conner
player, 489 posts
HP 141/45
Pretty but boy's clothes
Wed 13 Apr 2022
at 11:05
  • msg #165

Re: Chapter 12: The Beginning of the End

Alice gave a bemused shrugg. "You're my best friend Penny. You never have to thank me, and you are welcome."
Artemis
GM, 2375 posts
Thu 21 Apr 2022
at 20:21
  • msg #166

Re: Chapter 12: The Beginning of the End

Crowley listens to Penny's concerns with a look of bemusement. Oh I know too well what a squirrely lot demons can be. Don't have much choice though, do I? Besides, you underestimate my kind. Belial is a rule with an iron fist sort of leader. I'm more of a pizza party and scotch leader. I'm a much better king of hell than that sorry sod, and my men know it. But you're right. Can't be too careful. He nods. Still, don't have a lot of choice. We'll have to roll the dice and hope no one feels like betraying us. Next I see you will be go time anyway, and at that point betrayal isn't going to make a whole lot of difference. Just, make sure YOU wear the ring of Solomon. It's the only thing that's going to keep you remotely safe from Belial now.
Penny Dreadful
player, 1504 posts
HP 133/133
Def 21/19/21+1+1
Mon 25 Apr 2022
at 09:02
  • msg #167

Re: Chapter 12: The Beginning of the End

Penny levelled a long and interrogating gaze at Crowley and his defence of using demons. She couldn't deny their numbers and strength would be useful, though it galled her to ally herself with such evil, even to defeat a much greater evil. But, as the old proverb said, needs must when the devil drives. Quite literally, in this case. 'It will take but one demon to decide he might get a better deal under Belial or that he prefers Belial's old-time tyranny and damnation to upset our plans. So watch them, and be wary. We shall be too.'

'And do not fear: when the time is right, I will be wearing the Ring of Solomon.' she said firmly. It brought something to mind, and Penny went on 'Reputedly, it gives the power to command and control demons, djinn, and spirits, and talk to the animals. I should not like to first attempt the former at a vital moment and find it does not work quite as told in the legends. So, would you like to be my first test subject, Mister Crowley?'
Mary-Alice Reussoe Conner
player, 492 posts
HP 141/45
Pretty but boy's clothes
Mon 25 Apr 2022
at 14:12
  • msg #168

Re: Chapter 12: The Beginning of the End

Alice grinned, "Yea, make him think he is a chicken." She laughed and waited  for Penny to play the hypnotist.
Artemis
GM, 2377 posts
Wed 27 Apr 2022
at 19:22
  • msg #169

Re: Chapter 12: The Beginning of the End

Crowley listens to Penny's request and, to your amusement, he looks aghast. Me?! I'm not gonna be your bloody guinea pig! he sputters. I don't exactly trust you any more than you trust me, pet. But, I'll throw a man or two your way, if you like. Good idea about testing it. Not like you'll get a second chance if you can't figure it out beforehand. He muses.

ooc: If you like you can head back to headquarters and he'll provide a couple of lackeys to experiment with. Victoria will happily agree that Penny should take point with the ring, considering how close Belial already came to claiming her. Penny-the ring will work like so:

You must make a concentration check to use the ring.
For regular demons, it will be a DC of 15. For high level demons like Crowley and even Hectate (though not technically a demon), the DC to affect them would be 20. Successful will saves on the part of the demons will negate the attempt and they will be exempt from another attempt for 3 rounds, though you can try with another demon every round. The DC for low level demons to fight off your mind control will be 20. For high level demons, the DC is 15.

If you are able to make a concentration check of 20 or more, you can actually target 2 regular demons at once. High level, of course, is still only one at a time. If you ever get a natural 19-20 on your roll, they do not get to roll a will save unless it's Belial himself, and even then he will have major disadvantages.

A successful controlling attempt means the following:

Regular demons: You can make them turn against other low level demons or other such low level enemies and they will fight for you. However, they will not do self harm and they will not attack their masters. They will, however, run from them if you direct them to. Low level demon control will last the entire rest of the day. You only need to get them once and they're yours.

High level demons: If you are successful, they will be under your command for 5 rounds. They will attack lower and equal level demons for you, but will not harm themselves. So you can pit them against each other nicely. If you (Penny) attack them, then your control will be broken. They will see you as an enemy again.

Belial: Your concentration DC is 22 with him, but his will save is also 22, to negate it. If you get him under your control, you have him for 3 rounds, same rules of no self harm and no attacking him yourself.

So to recap:
Regular demons: concentration check of 15. If you get 20 or higher, you can target 2 demons at once. They must get will save dc 20. Once you have them, they're yours.

High level demons: DC 20. Nat 19-20 roll means they get no will save. Their will save must be 20 to shake off your attempt. You get them for 5 rounds.

Belial: Concentration DC 22. His will save is also 22. If you get a nat 19-20 he still gets a will save, but the DC is 28. You get him for 3 rounds.

Phew! I'm actually going to put this on a notice of its own so we can both reference it easier. Let me know if anything is confusing!
Penny Dreadful
player, 1506 posts
HP 133/133
Def 21/19/21+1+1
Tue 3 May 2022
at 06:30
  • msg #170

Re: Chapter 12: The Beginning of the End

If Penny had the Ring of Solomon with her right now, she would've slipped it on then and there and tried it out. So it was just as well, for Crowley's sake, that she did not. 'Thank you, that shall be most appreciated. Have two of your men meet us, oh, in Times Square tomorrow at 9 a.m. I am certain we can trust each other in such a public setting.' Meaning neither was likely to kill the other, nor try to steal the ring. But Penny was not about to take two demons back to Men of Letters headquarters, no matter what control she might have over them.
Mary-Alice Reussoe Conner
player, 493 posts
HP 141/45
Pretty but boy's clothes
Tue 3 May 2022
at 11:00
  • msg #171

Re: Chapter 12: The Beginning of the End

Alice nodded, "Uhhh yea what she said."
Artemis
GM, 2380 posts
Thu 5 May 2022
at 15:44
  • msg #172

Re: Chapter 12: The Beginning of the End

Time square is bustling, the perfect place. The demons meet as ordered, and to your surprise, you see Crowley has actually accompanied them. He insists he's only curious and that you're not to try anything funny. He actually keeps quite a distance too, perhaps hoping it will help.

Your experiments prove to be most fruitful.

First, you notice, upon slipping on the ring, that there is an aura about the demons. You can see how much they differ from the humans in the square. Humans give off a green aura, faint, light, but there. Demons radiate blackness, Crowley, however, radiates red. You get a feeling this has to do with the difference in their strength and power. It could be a quick way to determine the biggest threats on the battlefield.

You also notice that the ring doesn't just command blind obedience. The demons fight against it. Your part in things comes more naturally than you expected. The ring, warm on your finger, you feel it directing your energy. Still, it requires a great deal of focus to penetrate your subject's will. After a bit of practice, you find it easier and easier to do so for the lower demons. You also test their willingness to obey. You can get them to do simple things, even act like chickens as Alice had suggested, and, to your delight, you can get them to fight each other. They will not harm themselves, however, and your hold on them is temporary.

Eventually, seeing your progress, Crowley gives a sigh and approaches. Don't make me regret this but...you'd better see what you can do with me. Belial won't be easy to control. You may want to practice on someone better than tweedle dee and tweedle dumb here. But no chicken! Do not embarrass me! he adds with a snap.

In the end, you're grateful for Crowley's help as it greatly establishes what you can do with the ring. It's a lot harder to bend his will, and you can tell he's fighting you the entire time. It's...disconcerting. The ring will be an immense advantage, but it isn't going to be easy. This battle really will be a battle. And it's going to be a bloody one.


ooc: Ok, it's the morning of the solstice. The plan is to attack that night. This is your very last chance to do anything at all before go-time, people.
Penny Dreadful
player, 1508 posts
HP 133/133
Def 21/19/21+1+1
Mon 9 May 2022
at 08:57
  • msg #173

Re: Chapter 12: The Beginning of the End

That fine morning in Times Square, Penny arrived quite prepared, with a pencil, a notepad, and a detailed testing plan worthy of any Oxford-educated scientist.  She'd first put on the ring the previous night, of course, and had marvelled at the warm tingling feeling it gave her, a feeling of magic and power. One of its little-known, often-overlooked powers was the ability to speak to animals, though the rats and pigeons of New York City were poor conversationalists and the horses little better. Cats had proved the most stimulating sources of conversation, at least when she finally found one who would listen to her.

The different hues of the auras intrigued her, and Penny wondered what colour angels like Castiel and fallen angels like Belial would display, and nephilim like Lily for that matter. She would find out later, in any case.

Following her testing plan, Penny had taken her pet demons through the paces, from simple acts like raising their arms, walking here and there, and of course acting like a chickens and taking swings at each other. So far, so good. But she was aware she was only dealing with minor demons, comparatively easy to control. And exerting her will took such effort it was tiring. So Crowley at last deciding to join in was a welcome way to test her limits. 'I promise I shall not make you act like a chicken, Mister Crowley.' Penny said, quite specifically, and then ultimately had him sing "God Save the Queen" instead. Penny laughed in wicked delight at his show of patriotism.

Oh yes, she could do so much with this small thing. Not just speak to cats and dogs and other animals, but command demons, genies, and spirits. The Ring of Solomon would be a vital weapon in the war. She could use it to capture and destroy the monsters, prevent them from ever killing again, even put them to work in more productive areas, by serving her bidding. The world could be a better, safer place, with her at its head. Queen Penelope the Dreadful had a nice ring to it...

She shook her head, tore her eyes away from the gleaming ring, and clenching her fist. She was reminded of the historian Lord Acton's wise words four years back, "Power tends to corrupt and absolute power corrupts absolutely." No wonder the Ring, Key, and Seal of Solomon all had to be divided and hidden, and must be hidden again.
Kate Piper
player, 392 posts
Thu 12 May 2022
at 05:38
  • msg #174

Re: Chapter 12: The Beginning of the End

Once Penny is done with her “testing” on Crowley Kate pulls the demon aside for a quick private conversation. Presumably to insure he had acquired the equipment she had asked for. “Remember when everything is said and done all items from the future are to be returned or destroyed.” She adds before parting ways with the demon.

Returning to Penny she claps her shoulder in an attempt to be lighthearted. “Please know that as your mother I fully believe in you and support your plan…but as your friend…are you sure you can handle this?” Kate’s concern is written plainly across her face. “I will never forgive myself if something terrible happens. I don’t suppose you would appease your old mum by taking a trip out of town?” She grinned at her joke but it didn’t chase the shadows of worry from her eyes.
Penny Dreadful
player, 1509 posts
HP 133/133
Def 21/19/21+1+1
Sat 14 May 2022
at 09:19
  • msg #175

Re: Chapter 12: The Beginning of the End

But Penny was quiet, not really having an answer she could give Kate. For once in her life, she did not have a plan, she was not certain in her path, she did not have any idea what would happen. It had all been decided already for her, by Victoria and Emma and others. All she could do was play her part, like a soldier in an army or a cog in a machine. And she just wanted this to be over with. 'To the seaside with Ian, maybe?' Penny proposed with a hint of a wry smile. But she shook her head, suddenly serious. 'There's nowhere I can go where Belial won't find me and hurt those around me, again... I'm certain I can handle this. I can, because I must. There is no other choice.' she said, trying to sound resolute, though she felt so fragile inside.
Mary-Alice Reussoe Conner
player, 497 posts
HP 141/45
Pretty but boy's clothes
Fri 3 Jun 2022
at 11:31
  • msg #176

Re: Chapter 12: The Beginning of the End

Alice would have chosen to sleep in on her last day on Earth. Penny wasn't for that and honestly she knew Penny was correct. She got a lot of strange looks on the square in front of the Time's building. She would tip her hat to those who passed by, "Hey Penny, make him strip naked and run around. These yokles will hardly notice.
This message was last edited by the player at 11:32, Fri 03 June 2022.
Penny Dreadful
player, 1510 posts
HP 133/133
Def 21/19/21+1+1
Sun 5 Jun 2022
at 09:05
  • msg #177

Re: Chapter 12: The Beginning of the End

'There's only one man I'd want to see—' Penny had begun carelessly, then realised what she was saying and broke off, pressing her smiling lips shut and blushing as red as a cherry. Of course, Ian would know she was not so shy in private, and while hinting scandalously at affairs was acceptable in private conversation with female friends, what Kate might call 'girl talk', Penny was still new to that.  'And, well, I hardly need a ring for that.' she added softly and coyly.

'In any case, I think we have taken up enough of Mister Crowley's time and dignity.' Penny announced, more loudly so the demons could hear. 'I release you from your bonds. We'll meet again at five o'clock to commence the attack.'
Artemis
GM, 2387 posts
Mon 6 Jun 2022
at 19:48
  • msg #178

Re: Chapter 12: The Beginning of the End

Ian laughs wickedly at Penny's words, always quick to spot any suggestive humor, all the more so if it references him.

Soon, the lot of you depart for headquarters, making any last minute preparations before the final battle. Ian sticks to Penny like glue, looking nervous and yet trying to lighten the mood in true Ian fashion. He will, however, give Kate and Penny plenty of time to catch up too, full well knowing the mother must be just as terrified for her daughter as he is.

Meanwhile, Crimwell naps with Alice, looking stronger now that he's been properly tended to, wound wise. And the small lull before the end is downright lovely.
Father Simon Cole
player, 1184 posts
Orthodox Exorcist
HP50/19 AC18/15/16
Wed 8 Jun 2022
at 13:15
  • msg #179

Re: Chapter 12: The Beginning of the End

When everything is in place Simon will cast the following:
Consecrate

Spells

Call Lightning - Curse Water
Call Lightning
Evocation [Electricity]

Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Call Lightning Storm
Evocation [Electricity]

Level: Drd 5
Range: Long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

Calm Animals
Enchantment (Compulsion) [Mind-Affecting]

Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Cat’s Grace
Transmutation

Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Material Component: A pinch of cat fur.

Cat’s Grace, Mass
Transmutation

Level: Brd 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like cat’s grace, except that it affects multiple creatures.

Cause Fear
Necromancy [Fear, Mind-Affecting]

Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.

Chain Lightning
Evocation [Electricity]

Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.

Changestaff
Transmutation

Level: Drd 7
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).

You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Chaos Hammer
Evocation [Chaotic]

Level: Chaos 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds.

In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Charm Animal
Enchantment (Charm) [Mind-Affecting]

Level: Drd 1, Rgr 1
Target: One animal
This spell functions like charm person, except that it affects a creature of the animal type.

Charm Monster
Enchantment (Charm) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.

Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]

Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

Charm Person
Enchantment (Charm) [Mind-Affecting]

Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Chill Metal
Transmutation [Cold]

Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

Round Metal
Temperature Damage
1 Cold None
2 Icy 1d4 points
3–5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

Chill metal counters and dispels heat metal.

Chill Touch
Necromancy

Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Circle of Death
Necromancy [Death]

Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.

Clairaudience/Clairvoyance
Divination (Scrying)

Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).

Clenched Fist
Evocation [Force]

Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Arcane Focus: A leather glove.

Cloak of Chaos
Abjuration [Chaotic]

Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).

Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.

Clone
Necromancy

Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the original’s body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).

Focus: Special laboratory equipment (cost 500 gp).

Cloudkill
Conjuration (Creation)

Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Color Spray
Illusion (Pattern) [Mind-Affecting]

Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can’t carry out your command on its next turn, the spell automatically fails.

Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 5
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

Command Plants
Transmutation

Level: Drd 4, Plant 4, Rgr 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Command Undead
Necromancy

Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Material Component: A shred of raw meat and a splinter of bone.

Commune
Divination

Level: Clr 5
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

Material Component: Holy (or unholy) water and incense.

XP Cost: 100 XP.

Commune with Nature
Divination

Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Comprehend Languages
Divination

Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Arcane Material Component: A pinch of soot and a few grains of salt.

Cone of Cold
Evocation [Cold]

Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Arcane Material Component: A very small crystal or glass cone.

Confusion
Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d% Behavior
01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee away from caster at top possible speed.
71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Arcane Material Component: A set of three nut shells.

Confusion, Lesser
Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.

Consecrate
Evocation [Good]

Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.

Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area affected

Magic Circle
Magic Circle. 10-foot-radius area grants +2 bonus to
Defense and saves, counters mind control, and hedges
out summoned and conjured creatures of specified allegiance.
This will include Penny and Alice

Summon Vivilator
Summon Vivilor V. Summons a 5th-level vivilor to fight for you.
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