Enchantment Spells

Daze
Enchantment [Mind-Affecting]
Level: 0
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 levels or less
Duration: 1 round
Saving Throw: Will negates
This enchantment clouds the mind of a humanoid creature with 4 or fewer levels so that it takes no actions. Humanoids of 5 or more levels are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Charm Person
Enchantment [Mind-Affecting]
Level: 1
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.

Hypnotism
Enchantment [Mind-Affecting]
Level: 1
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total levels of creatures you affect. Creatures with fewer levels are affected before creatures with higher levels. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it.

Sleep
Enchantment [Mind-Affecting]
Level: 1
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 levels of creatures. Creatures with the fewest levels are affected first.
Among creatures with equal levels, those who are closest to the spell’s point of origin are affected first. Levels that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action.

Hideous Laughter
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.

Touch of Idiocy
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: No
Spell Resistance: Yes
With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.
This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Crushing Despair
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope.

Good Hope
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair.

Animal Trance
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of levels worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

Performance Containment
Enchantment [Mind-Affecting]
Level: 2
Casting Time: 1 standard action
Range: Item touched
Target: Item touched
Duration: Indefinite
Allows you to “bottle” a melody in an item to use at a later time.

Deep Slumber
Enchantment [Mind-Affecting]
Level: 3
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Functions just like sleep, but effects creatures of 10 levels or more.

Calm Emotions
Enchantment [Mind-Affecting]
Level: 3
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 heroisum, good hope, and rage. 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.

Hold Person
Enchantment [Mind-Affecting]
Level: 3
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Suggestion
Enchantment [Language-Dependent, Mind-Affecting]
Level: 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

Confusion
Enchantment [Mind-Affecting]
Level: 3
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. The target acts unpredictably, randomly and often dangerously. (Have DM determine actions for creature until duration of the spell is up.)
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).

Song of Discord
Enchantment [Mind-Affecting]
Level: 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Feeblemind
Enchantment [Mind-Affecting]
Level: 5
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

Geas
Enchantment [Mind-Affecting]
Level: 6
Casting Time: 10 round
Range: Touch
Target: One willing creature
Duration: five days/level or until discharged
Saving Throw: No
Spell Resistance: No
A geas places a magical pact on a single willing creature to carry out some service or to refrain from some action or course of activity, as desired by you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can force almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. The subject takes 3d6 points of damage each day it does not attempt to follow the geas. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A geas can be ended by limited wish, miracle, or wish. Dispel magic does not affect a geas.

Insanity
Enchantment [Mind-Affecting]
Level: 7
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature is rendered permanently insane. They may be allowed a % dice roll to see if they can take actions. Otherwise, they babble incoherently and take random, arbitrary, and sometimes disturbing behavior. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

Siren’s Call
Enchantment [Mind-Affecting]
Level: 9
Casting Time: 1 full round action
Range: Far (10 miles +5 per level)
Target: One living creature
Duration: Varies (See text)
Saving Throw: Will negates
Spell Resistance: Yes
The caster creates an irresistible force that compels the listener to follow it. This force will lead the creature to the caster, walking until they reach the caster or die of exhaustion. The caster must know who they are trying to call, their current position, and must have been to that place once before. If the creature fails it’s initial save, it is allowed another if others around it try to stop it from continuing it’s journey. Otherwise, the creature simply continues on it’s way. The creature is still aware of dangers around it, and is allowed to move around obstacles and hazardous environments, as long as it continues to advance towards the caster. It will not however, stop to eat, drink, or rest while it is enspelled.

Enchantment Spells

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