Dream Lord (3.5e Prestige Class)/Lord Spell List
From Dungeons and Dragons Wiki
< Dream Lord (3.5e Prestige Class)
Revision as of 00:59, 22 October 2012 by Franken Kesey (talk | contribs)
Contents
Sage Spells
2nd-Level Sage Spells
- Whispering Wind: Sends a short message 1 mile/level.
- Ventriloquism: Throws voice for 1 min./level.
- Touch of Idiocy1: Subject takes 1d6 points of Int, Wis, and Cha damage.
- Status: Monitors condition, position of allies.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Phantom Trap: Makes item seem trapped.
- Minor Image: As silent image, plus some sound.
- Magic Mouth: Speaks once when triggered.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Disguise Self: Changes your appearance.
- Darkness: 20-ft. radius of supernatural shadow.
- Comprehend Languages: You understand all spoken and written languages.
- Calm Emotions: Calms creatures, negating emotion effects.
3rd-Level Sage Spells
- Tongues: Speak any language.
- Telepathic Bond: Link lets allies communicate.
- Suggestion: Compels subject to follow stated course of action.
- Sibling Rivalry (3.5e Spell): Target grows jealous of allies and attacks them.
- Ray of Exhaustion: Ray makes subject exhausted.
- Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
- Misdirection: Misleads divinations for one creature or object.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Illusory Script: Only intended reader can decipher.
- Good Hope2: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Dispel Magic2: Cancels magical spells and effects.
- Curse of the Annoying Speech Impediment (3.5e Spell): You doom someone to speak in an annoying way.
- Blindness/Deafness: Makes subject blinded or deafened.
4th-Level Sage Spells
- Zone of Silence: Keeps eavesdroppers from overhearing conversations.
- Secure Shelter: Creates sturdy cottage.
- Schizophrenia (3.5e Spell)1: Target suffers conditions similar to schizophrenia.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Plant of Madness (3.5e Spell): You enchant a plant with the ability to bestow confusion on all who sleep near it.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Mask of Forbidden Horror (3.5e Spell): Creatures best not look at you, lest they gaze into an endless paradox which taxes the brain and sickens the body.
- Mark of Justice: Designates action that will trigger curse on subject.
- Last Rites (3.5e Spell): Choose the afterlife the dead character goes to.
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Fear: Subjects within cone flee for 1 round/level.
- Discern Lies: Reveals deliberate falsehoods.
- Crushing Despair2: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
- Confusion: Subjects behave oddly for 1 round/level.
- Charm Monster: Makes monster believe it is your ally.
5th-Level Sage Spells
- Waves of Fatigue: Several targets become fatigued.
- Symbol of Pain: Triggered rune wracks nearby creatures with pain.
- Seeming1: Changes appearance of one person per two levels.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Phantasmal Assassin (3.5e Spell)1: Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.
- Persistent Image: As major image, but no concentration required.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Mind Fog1: Subjects in fog get –10 to Wis and Will checks.
- False Vision: Fools scrying with an illusion.
- Enervation: Subject gains 1d4 negative levels.
- Dispel Chaos, Evil, Good, or Law3: +4 bonus against attacks.
- Curse of Crumbling Conviction (3.5e Spell): Target becomes indifferent to everything, and becomes easily persuaded by new outlooks.
- Break Enchantment1: Frees subjects from enchantments, alterations, curses, and petrification.
- Atonement2: Removes burden of misdeeds from subject.
6th-Level Sage Spells
- Veil1: Changes appearance of group of creatures.
- True Seeing1: Lets you see all things as they really are.
- Symbol of Fear: Triggered rune panics nearby creatures.
- Mislead1: Turns you invisible and creates illusory double.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Probe Thoughts: Read subject’s memories, one question/ round.
- Permanent Image: Includes sight, sound, and smell.
- Morality Test (3.5e Spell): The target will die unless they do something you specify. Or maybe they'll only die if they do that thing. It's hard to know.
- Irresistible Dance: Forces subject to dance.
- Eyebite: Target becomes panicked, sickened, or comatose.
- Contact Other Plane: Lets you ask question of extraplanar entity.
Notes
- 1. Spells that directly and greatly limit other sage – should a sage cross a sage.
- 2. Spells that negatively affect opposing sage situationally (i.e. when the opposing sage is using a specific spell or ability).
- 3 A sage can only select one.