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Compulsion Spells

Compulsion spells can affect the mind and thinking of another creature. Sometimes in beneficial ways, other times in negative ways. Mind control and suggestions are the most famous types of compulsion spells. Spells that instill divine fervor, or battle trances are also considered compulsion.

Simplex

Bless: Increase attack and damage of group members by +1 for round per CL

Level 1

Calm: Remove fear and protect from fear on a single target.

Charm: Targets become friendly and are easier to manipulate, for a time

Fervor: Gain at least a +1 holy/unholy bonus to AC and damage for a time.

Sleep: Put at least 2 HD of creatures to sleep in an area

Stifle: Subject becomes stifled with emotion, unable to act unless directly threatened.

Level 2

Lesser Command: Direct an action of subject, so long as it isn't dangerous or deadly

Hold Animal: Hold an animal in its square for a time

Hold Humanoid: Hold a humanoid creature in its square for a time

Level 3

Blind Rage: Force a subject to engage in melee combat with bonuses.

Forced March: Force a creature to walk in a specified direction, for a time

Hopelessness: Fill a subject's mind with hopelessness and break their morale

Smooth Guile: Gain a temporary bonus when telling lies

Supplication: Grants luck bonus to nearby allies and a luck penalty to nearby enemies

Level 4

Mass Fervor: Give allies at least a +1 holy/unholy bonus to AC and damage for a time.

Grief: Give a target a false memory that applies a penalty to will saves and causes other effects.

Paranoia: Forces foe into thinking they are being attacked by someone behind them

Level 5

Bestow Curse: Apply a non-wound affliction to a creature as a curse.

Mantra: Inspire concentration in allies, and break the concentration of foes

Stay Your Hand: Force subject to be unable to use martial combat for a short time

Level 6

Greater Command: Direct an action of subject, so long as it isn't dangerous or deadly

Divine Rush: Gain combat bonuses for a short time

Doubt: Attack a creature's sense of competency and give them penalties to their skill checks.

Predator's Prowess: Channel the aggression and prowess of a predator, gain combat bonuses

Level 7

Epiphany: Plant an intrusive thought that the subject believes is their own profound realization.

Inner Focus: Become immune to fear, stifle, and figments. Distractions are less effective for the duration.

Level 8

Sacred Scarab: Infuse a target with multiple bonuses and spell resistance for a time

Weight of Inevitability: Force enemies to feel certain their efforts will fail.

Level 9

Creeping Doubt: Instill long lasting penalties on a target that accumulate over time.

Divine Injunction: Give a command with the force of the divine behind it