Spell Descriptions (Adjur-Coerc)

Adjur

0lvl

Moment of Peace
Adjuration
Level: Paragon 0
Components: V, S
Casting Time: 1 immediate action
Range: Unlimited.
Target: Creatures in combat with you.
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Each creature takes a moment to talk.

All creatures in the combat, friend or foe, stop what they're doing for a moment, getting a moment to speak. Out of all creatures in combat, you choose the order for them to speak, and each one in turn spends their round of six seconds doing nothing but talking. You cannot change the order once creatures have begun speaking. You are yourself included in the order of speaking. Once each creature has had a chance to speak, the spell ends and initiative order resumes as normal.

Trip Trap
Adjuration (Creation)
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: 10 foot tripwire
Duration: 1 minute/level
Saving Throw: Reflex negates and reflex partial.
Spell Resistance: No.
You create a tripwire that may knock a creature over.

You create a 10 foot tripwire between two points that you can reach (you are permitted to move during the casting just enough to touch them, and will probably have to if your reach is less than 5 feet). The search and disable device DC to find and disable the trap are equal to the reflex save DC, but dealing any damage with any attack breaks the tripwire.

A creature who crosses the tripwire gets a reflex save to negate the effect in its entirety, otherwise they drop each item they are holding. A creature who fails the first save must take a second; failing both saves knocks the creature prone. In any case, the tripwire breaks when crossed. A creature who deliberately avoids stepping through the tripwire can bypass it without setting it off without any check or save of any kind.

1st

Flock Together
Adjuration [Force]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two objects or creatures touched and also touching each other.
Duration: 1 hour per level
Saving Throw: Fortitude negates (object) (potentially harmless) (see text)
Spell Resistance: Yes (object)
Two objects become stuck together tightly.

Two touched objects, or one touched object and one touched creature, or two touched creature, must save or be stuck together (a creature may potentially save twice if they would be stuck to an object they are attending). Creatures may take another save each round to unstick themselves from an object or creature but objects, even attended ones, cannot save again if they fail the first save.

A creature stuck to the floor cannot move from the square they are in and is flat-footed.

2nd

Trianna's Chainstrike
Adjuration (Creation) [Force]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: 60 feet
Area: 60-foot cone originating from you.
Duration: 1 round/level
Saving Throw: Reflex Partial (see text)
Spell Resistance: None
Whirling chains of force entangle enemies

Creatures in the area are entangled by the force of the chains, which bind them and hinder their movement. Creatures who fail their reflex saves are held immobile by the chains. Either way, creatures get a new save each round to end the effect.

3rd

Hold Oath
Adjuration
Level: Paragon of Duality 3
Components: V
Casting Time: 1 minute
Range: Touch
Target: Willing creature touched
Duration: 1 year + 1 month/level
Saving Throw: None
Spell Resistance: No
A creature states an intended course of action, and cannot deviate from it.

Hold oath allows a creature to make a statement which that creature must then follow. It can only be used on a willing target, not a sleeping one, and the spell fails if the target is charmed or compelled into saying anything specific. The creature makes its intent clear using natural language or sign language, and the spirit of the wording rather than its literal meaning is observed by the spell.

The creature is physically incapable of deviating from the statement if it is possible not to, and must attempt to remedy the situation if they are in breach of it. For example, a creature who promises to stay within 100 feet of a specific person at all times may be unable to keep up if that person acquires a horse or casts a flying spell, but the oath-holder must still attempt to enter the space within 100 feet of them, even if this involves going back to get something that will speed them up to catch up.

Nothing short of a wish or miracle can end this commitment when made.

4th

Reinstate Magic
Adjuration
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard actions
Range: 120 feet
Effect: Dispelled spell effect that fits within area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You restore a spell that has been dispelled

Choose a fourth- or lower-level spell that has been countered and cast a spell that's a copy of that spell except as noted above, or choose a fourth- or lower-level spell that has been dispelled and reinstate it from that point in its duration. Either way, the spell must have been active within the last minute.

5th

Force into Ruin
Adjuration
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You force a creature to be reckless in combat.

The targeted creature cannot use any abilities which protect it against anything (except by killing or disabling the aggressor) and attacks each turn if able.

6th

Timeshackle
Adjuration
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You slow a creature without affecting it directly, preventing it from resisting.

The creature you target acts as though staggered and takes a -2 penalty to AC, reflex saves and attack rolls, and its speed is halved.

7th

Bind into Service
Adjuration
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 minute
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
As you cast this spell, a creature is forced to obey you - physically.

The target creature forevermore obeys your orders, with limitations. You can only give it orders of the type which have an obvious metric other than time by which they can be considered complete, and you cannot give multifaceted orders, or lists of orders. Each time you give an order, that creature obeys you until that order's resolution, but is also free to act within the bounds of that order, meaning that they can choose how to approach a particular task and needn't display any regard for your safety. The creature isn't under any compulsion not to harm you, however, and can act as it will once its task is completed (until you give it a new one).

Remove curse, limited wish, wish or miracle can remove this effect.

8th

Crushing Prison
Adjuration [Force]
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes
A crushing prison is a great cage of force that pushes in on a creature.

The target creature takes a fortitude save. If that creature fails, it is held immobile by the prison. Either way, it takes 1d6 points of damage per round as the prison pushes in on it.

9th

Commandeer
Adjuration
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft + 10 ft/level) (see text)
Effect: Spell is redirected as you choose
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You take control of a spell as it is being cast.

You immediately alter a spell being cast by a creature in range, so that its parameters are chosen by you exactly as they would be by the caster. For example, a creature casting bestow curse may be trying to inflict a -6 penalty to one creature's strength, when you redirect the spell to another creature and make it give the target a -6 penalty to the target's constitution, or back on the caster and make them lose half their actions. All parameters must be legal for the creature to have cast the spell, meaning that the entire effect of the spell must be in range of the original caster (but not necessariliy within medium range of you).

Anima

0lvl

Control Self
Animation
Level: Paragon 0
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You rely on your magic to stop you doing something stupid.

You gain a +2 bonus to all saves and checks related to physical self-control, such as constitution checks to keep running, skill checks requiring bodily control such as sleight of hand or balance, most reflex saves, and so forth, but never attack or damage rolls or your armour class. Control Self is useless to prevent mental effects such as suggestion spells.

Telekinetic Fist
Animation [Force]
Level: Paragon 0
Components: None
Casting Time: 1 standard action or one full-round action, see text.
Range: Close (25 ft + 5 ft/2 levels)
Target: One or more creatures in range, see text.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You lash out and hit a creature outside of your reach.

You choose a single creature and lash out your fist at them, and they take damage as though struck by your unarmed strike if you succeed on a ranged touch attack roll. If you cast this spell as a full-round action, you can attack as though making a full attack action with these ranged touch attack unarmed strikes.

1st

Animate Weapon
Animation
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You allow a weapon you possess to attack on its own.

You cause the touched weapon to fly about and attack on its own. It moves at a speed of 20 feet, flying with perfect maneuverability, and can attack as though it had a strength of 10 and a dexterity of 10. It can be attacked like a creature of its own size (not necessarily the size of its intended wielder) rather than a creature having to sunder it. If the weapon is a projectile weapon, your ammunition container for that weapon can be animated too. If the weapon can be thrown, it still can't throw itself and must make melee attacks (shuriken are ammunition and can't be animated with this spell).

2nd

Kinetic Trap
Animation
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 minute
Range: Touch; see text
Target: 1 object/level touched; see text
Duration: 1 day/level or until discharged
Saving Throw: None.
Spell Resistance: No
You animate some objects on a trigger, so they come to life for a brief moment when a creature reaches a designated spot.

You choose a set of objects, which can be no larger than medium, to fly towards a particular point when a creature enters that point, which you designate when you cast the spell. When a creature enters that location, each of those objects is hurled towards that point (unless it is affixed to something too large for the spell to move both of them as one). An attack roll is made for each one with a bonus equal to your caster level; if the attack hits, it deals 1d6 points of damage irrespective of the size of the object. Each object takes half its hit points in damage, plus another 1d6, even if it misses.

You cannot target objects that are attended by a creature who is not you, but during the casting of the spell you can walk around the room touching the objects you need to touch to make the spell work.

3rd

Animate Corpse
Animation
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You cause a creature to rise from the dead, by lifting it up physically.

You animate a corpse, making it half-undead and half-construct. The creature becomes halfway between zombie or skeleton (as appropriate - you cannot make a corpse that could have been a zombie into a skeleton) and animated object.

The creature can only have hit dice up to your caster level; excess hit dice are lost. Half of the remaining hit dice (rounding down) are undead hit dice; the rest are construct hit dice. Apply the changes listed in the skeleton or zombie template, except for the hit dice and that the creature's type is undead construct. At the end of the duration the creature reverts to its usual, dead state. Unlike with spells that actually animate the creature as a typical undead, this spell does not make further spellcasting on the creature

4th

Hurl Enemy
Animation [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You throw a creature around the room.

You use your telekinetic abilities to move a creature about the room. Each round as a standard action (including the one you cast the spell, using the same action with which you did so) you can choose a creature within 100 feet, then that creature takes a will save. If it fails, you drag that creature up to five feet for each size category it is below gargantuan (colossal and gargantuan creatures don't move), deal 1d6 points of damage per two levels to it, and knock it prone. You can't drag it into a square that's occupied by another creature or an impassable object, but you can throw them through squares occupied by a creature - other creatures dodge out of the way.

5th

Animate Creature
Animation
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: Up to 1 willing creature/level.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You give creatures a spark of the energy that animates objects as constructs.

The creatures targeted gain several benefits for the duration: they take on the construct type and lose the living construct subtype if they have it, while keeping their original type or types. This allows them to keep their own immunities if they have them, and although it deprives them of their constitution score, they gain extra hit points by size.

The creatures also gain the natural armour bonus and slam attack of an animated object of their size (Diminutive slams deal 1d2 damage, fine slams deal 1 damage, neither form has a natural armour bonus). They additionally move 10 feet faster than normal when travelling across land, just as animated objects tend to be fast for their size and number of legs.

6th

Supreme Animation
Animation
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Target: Two small objects per caster level; see text
You animate more objects than many others would manage

Supreme animation works just like animate objects, except as noted above.

7th

Foewielder
Animation [Force]
Level: Paragon of Duality 7
You pick up your enemies and hurl them at one another.

Foewielder works just like hurl enemy, except as noted above and that you can throw enemies into or through each other. You can either throw the creature into another, in which case they take damage, and are stopped in the last legal space before the creature struck, or through another, in which case they pass through one or more other creatures. A creature only takes damage from being thrown once, but each creature that they pass through or are thrown into takes the same damage. You can also use this to damage structures such as gates, but you can't throw a creature through the space of a closed gate the same way that you can throw them through a creature.

Creatures must be thrown in a straight line, so you can't circle around and hit multiple people with a curved path; further, no creature can be hit twice by a single throw. To throw a creature, if the throw does not end in an impact, the final space must be free and reachable within the distance. If the throw ends in an impact with a creature or object, then the closest square of that creature or object's space must be reachable and the space before that creature or object must be free.

8th

Sammael's Tsunami
Animation
Level: Paragon of Duality 8
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level) and see text.
Effect: One tsunami
Duration: Instantaneous
Saving Throw: Reflex partial, Fortitude partial, see text
Spell Resistance: No.
A great wave rises from the water and destroys all in its path.

You choose a point in the spell's range to be the initiation point of the spell. Once you have done this, the spell's range is treated as infinite (do not ignore parts of the tsunami which move out of long range). Then, the tsunami, 40 ft/level wide, 20 ft/level long and 10 ft/level tall, starts to move inwards. It travels inwards 4d6 miles, crushing anything in its path. This travel is at the speed of 100 feet/round, meaning that creatures and objects will be within the tsunami for multiple rounds.

The tsunami deals 1d6 points of damage per level to each creature or object in the area that it impacts and knocks creatures prone, with a reflex save halving the damage and allowing the creature to stay standing if they also pass a fortitude save. Creatures and objects already within the tsunami take half this damage each round, meaning that theyso saving reduces the damage to a quarter of the total.

When the tsunami passes, it still leaves areas flooded to a depth of 1 foot/level, so creatures are liable to drown if they cannot swim.

9th

World Wakes
Animation
Level: Paragon of Duality 9
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft + 40 ft/level)
Target: Up to one colossal object in range.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You awaken trees, boulders, and even the tops of mountains

You animate a number of colossal objects, none of which is more than ten million cubic feet (100 feet by 100 feet by 100 feet, or equivalent), and which are natural. These objects then fight as colossal animated objects, with a few key differences. The object's space can be up to 100 feet (assuming that the object even has a square space, but either way, the largest dimension is the vertical one), and it may have attacks appropriate for its size and shape, such as a tree using its roots much like 6 tentacle attacks. Each of these objects also recieves a +20 bonus to its strength and to its dexterity and to its natural armour bonus to AC.

Animi

0lvl

Detect Souls
Animism
Level: Paragon 0
Duration: Concentration, up to 3 rounds.
You detect the souls of creatures, living or dead, who have, had or are souls.

You detect souls exactly like detect undead with the obvious differences that entail from detecting souls instead of undead creatures as well as those given above (the aura strength is based on the hit dice of the soul's owner, or the soul itself). Generally, only living creatures and intelligent undead have or are souls. Outsiders are monist: they do not have a separate body and soul and cannot be detected by this spell.

This power comes with risk: rather than good creatures being stunned by high-HD undead, good creatures are stunned by high-HD evil souls, evil creatures by good souls, lawful neutral creatures by chaotic souls, chaotic neutral creatures by lawful souls, and neutral creatures by souls which are in no way neutral. To stun a creature, the soul need only have at least 4 more hit dice than the caster has character levels.

Soulstrike
Animism [Fire]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: 1 incorporeal or ethereal creature.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a blast of flame into the aether.

The target creature takes 1d6 points of fire damage if you hit it with a ranged touch attack, even though you can't normally attack creatures on other planes. Much like a force effect, the soulstrike is 100% likely to damage incorporeal creatures.

1st

Summon Minor Spirit
Animism (Summoning)
Level: Paragon of Duality 1
You summon a ghost to aid you in your plight.

Summon minor spirit works much like summon monster I except that the available animals are lizard, rat, toad and weasel, and that the creature acquires the ghost template, with one of the special effects given on it. Ignore the requirements for the template.

2nd

Sammael's Visage
Animism
Level: Paragon of Duality 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become possessed by a ghost, and take on a power possessed by a ghost.

You gain one of the special abilities of a ghost: corrupting gaze, corrupting touch, draining touch, frightful moan, or horrific appearance, for the duration.

3rd

Summon Spirit I
Animism (Summoning)
Level: Paragon of Duality 3
You call upon a ghost to do your bidding.

Summon spirit I works just like summon minor spirit except that the base creature is chosen from the summon monster I list.

4th

Vampire Blade
Animism (Healing)
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You empower a weapon to heal its wielder by draining life from the victim..

Whenever the wielder of the equipped weapon deals damage to another creature during the duration, the user gains half that many hit points, with any excess above the normal maximum becoming temporary hit points which last for the spell's duration. The vampire blade only works when fighting creatures with two or more hit dice; weaker creatures aren't strong enough for their life to power it.

5th

Summon Spirit II
Animism (Summoning)
Level: Paragon of Duality 5
You call upon a more powerful ghost to do your bidding.

Summon spirit II works just like summon minor spirit except that the base creature is chosen from the summon monster II list and that it has two of the ghost's special abilities.

6th

Free Spirit
Animism
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You return a creature to life as a ghost, ready to do your will.

When you cast this spell, you raise a creature as a ghost; you must have a vaguely intact corpse. The creature returns as a ghost, with three of the ghost special abilities. It is not under your control, but you can give it a general purpose and it does not attack you or your allies.

The creature must be of a type that can be raised as a ghost, and excess hit dice above your caster level are lost for the duration of the spell.

7th

Summon Spirit III
Animism (Summoning)
Level: Paragon of Duality 7
You call upon an even more powerful ghost to do your bidding.

Summon spirit III works just like summon minor spirit except that the base creature is chosen from the summon monster III list and that it has three of the ghost's special abilities.

8th

Sammael's Exorcism
Animism
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living non-outsider creature touched or intelligent corporeal undead touched.
Duration: Instantaneous and 10 minutes/level
Saving Throw: Will partial
Spell Resistance: Yes
You attempt to tear a creature's soul from their body, killing them instantly.

The creature who is the target of the spell must take a will save or die as their soul is pulled from their body; they then appear as a ghost just as though you had used free spirit on them if they can be turned into a ghost. A creature who passes the save still takes 1d6 points of damage per level as their soul is tossed about.

9th

Ghostly Projection
Animism
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent or until discharged; see text.
You free yourself of your corporeal shackles, and roam as a ghost.

You take on the ghost template, leaving your corporeal body behind. Your body is protected, much as a sequester spell, from all other creatures. While you are in this ghostly form, you have a separate hit point total from your body, which is determined anew each time you cast the spell, and you begin at full hit points. Your body is considered to be resting while you are in ghost form.

If your ghost form would be destroyed, you wake up in your body and the spell ends. You can also do this manually by returning to your body deliberately. If the body form would be destroyed, you actually become a ghost; even if you make a new body or you have a clone, you can't return to that body. You must be resurrected normally.

If you can't be a ghost because you're the wrong type, ignore this and apply the template anyway. If you can't be ghost because you're incorporeal, add the ghost template except that the resulting creature is material corporeal instead of ethereal incorporeal, and then your ethereal form is sequestered instead.

Appar

0lvl

Blade of Thoughts
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 swift action
Range: Personal
Effect: Dagger appears in your hand
Duration: 1 minute/level
A dagger appears in your hand, the stuff of shadows and reality.

A dagger appears in your hand when you cast the spell and disappears when the duration expires. The dagger cannot be used to hold any weight, for example to pin a bowstring in place so that it fires when the duration expires, and is obviously not real. The dagger can be the subject of spells that enhance weapons just like a real dagger.

Figment Doll
Apparition
Level: Paragon 0
Components: V, S
Casting Time: 1 minute
Range: 5 feet.
Effect: Illusory doll obeys your orders
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a living caricature of a humanoid to do some tasks for you.

You create a mindless diminutive construct with strength 6, dexterity 10 and wisdom and charisma 1, which acts on your behalf, moving with its speed of 15 feet to perform the tasks you require of it. It only understands relatively simple tasks, of the calibre of picking up an object and putting it in a location. It cannot use skills even if they can be used untrained, and cannot deal damage even if possessed of a weapon strong enough that it normally could.

1st

False Truth
Apparition (Glamer)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Unattended object, or part thereof, of no greater than 10 cubic feet/level
Duration: 1 minute/level
Saving Throw: Will belief
Spell Resistance: No
You make an object seem to be an illusion.

You make an object, or part of an object, appear to be an illusion. For example, you can make it look as though a bridge has a gaping hole in it, and as though you've put an illusory bridge section over it, by making part of the bridge appear to be an illusion. Creatures who pass their will saves believe that the object is real.

2nd

Phantasmal Dancer
Apparition (Phantasm)
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Phantasm distracts creatures.
Duration: 1 round/level
Saving Throw: Will belief
Spell Resistance: No
You call upon a lasting dancer who repeatedly impedes creatures.

The spell creates a pseudo-creature, vaguely humanoid in size and shape, which dances around the room, whirling tassels through the spaces within its reach. It moves as you direct, moving up to 30 feet each turn. Creatures cannot move through its square and opponents treat squares adjacent to it as difficult terrain, meaning that it can stop creatures partway through their movement and its whirl of tassels can stop creatures in the middle of their charges: a creature who attempts to move into the phantasm's space or an enemy who attempts to charge through the tassels' spaces is stopped before entering that space and wastes the rest of that action.

A creature who believes that the phantasm is real can understand that it is likely to be affected by the tassels. Creatures who see the illusion block or slow down a creature can tell that it is real.

3rd

Illusory Walkways
Apparition (Shadow)
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Effect: Illusory walkway, 10 feet wide and no more than 20 feet/level long
Duration: Duration chosen on casting, up to 1 round/level
Saving Throw: Will belief
Spell Resistance: No
Those who believe in the power of the walkways can walk across them.

You create a thin, horizontal walkway that can carry creatures who believe in its power. The walkway is no impedement to creatures trying to cross it horizontally, even if they believe in it, so it cannot be used as a wall. Creatures can stand on or walk across the walkway, which also needn't be in one section (although any section of the walkway less than 20 feet long counts as 20 feet). These can then be used as bridges or platforms, or as stairs or ladders (in which case the walkway can have flaps in the middle of the walkway bent out to serve as steps).

Creatures who do not believe in the illusion assume that any creatures moving across the walkway have some other method of moving across, and disbelievers cannot use the walkway. Creatures who do believe can use the walkways, or they can choose to fall through them. They can even land on one, then immediately fall through it, possibly splitting a single long fall into several that can be mitigated with jump or tumble checks. A creature can even jump up through the platform from underneath, then land on top of it after completing a jump that takes their whole body through.

4th

Wall of Illusion
Apparition (Shadow) [Force]
Level: Paragon of Duality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft, + 10 ft/level)
Effect: Illusory wall, 20 ft/level long, 5 ft thick, 10 ft tall.
Duration: 1 minute/level
Saving Throw: Will disbeilief
Spell Resistance: No
A wall of force springs up to block you opponents, unless they realise it's an illusion.

A wall, completely immune to damage, appears at the location you designate and blocks creatures who believe, as well as their possessions and unattended objects, except for ammunition or throwing weapons launched by a creature who disbelieves in the wall and magical items which pass their own saves.

Creatures who disbelieve in the wall can move through with their belongings (even magical items which believe in the wall). They can also fire spells and ranged weapon attacks through the wall, and even see through it, although creatures on the other side still have concealment.

5th

Stay Strong
Apparition
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing Creature Touched
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No
A creature appears to take no damage from attacks.

The chosen creature appears to be immune to attacks of any kind against that creature. Creatures get their will save to disbelieve this the first time an attack is made that hits that creature.

The illusion is sophisticated enough to make everything else appear consistent with this - arrows bounce off, abilities that drain life from one creature and give it to another seem to do nothing in the way of healing, and so forth. This might make other creatures believe that they have, or do not have, some condition that was removed or inflicted by attacking the creature.

6th

Blade of Realities
Apparition (Phantasm) [Fear, Mind-affecting]
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level and instantaneous.
Saving Throw: Will disbelief, then fortitude partial and reflex partial.
Spell Resistance: No
A malevolent spirit inhabits your blade, showing creatures just a glimpse of the horrors that await them.

Your weapon - blade or otherwise - gains the power to slay any creature it strikes outright. This power is gained for 1 round/level and slays creatures with an instantaneous duration.

First, you must successfully hit a creature. That creature is then offered up visions of their place in the universe, showing them the futility of their existence. The creature gets a will save to disbelieve these illusions, failing which they can attempt to pull back before the vision consumes them, rolling a fortitude save and a reflex save. Failing both causes death; failing a single one of the saves but not the other causes 3d6 points of damage. Creatures only need to save once per round against this effect from a single weapon, but

7th

Face your Fears
Apparition (Phantasm) [Mind-affecting, see text]
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level in range
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
The targets of your spell find themselves confronted with their worst nightmare.

Each creature targeted must take two will saves: one as a fear effect to prevent being panicked, and the other to prevent being nauseated. If the first save is failed the creatures are still shaken, and if the second is failed they are still sickened. All four effects last for the spell's duration if they apply.

8th

Phantasmal Army
Apparition (Phantasm)
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Illusory army deals real damage unless disbelieved.
Duration: 1 round/level
Saving Throw: Will belief or disbelief.
Spell Resistance: No
You appear to summon up an army, and those who believe that you just did are assailed by the creatures.

You conjure up a small army - 10 creatures from the summon monster IV list - which immediately fight enemies under your control as though you had cast that spell, except that all of the creatures summoned are illusions.

Creatures are subjected to conflicting information about the status of the creaures as illusory or otherwise. A creature who passes their will save is able to choose whether or not to believe in the creatures, and failing causes this to be chosen at random instead. Either way, a creature who believes in the army can attack and be attacked by them just like normal creatures. A creature who disbelieves is ineffective against them but they also won't attack that creature. Further, creatures who don't believe the illusions can walk through or be walked through by the illusions, or even share a space with them, though if either of two creatures sharing a space in this way is attacked by believers or other illusions, a single attack roll is made and compared to both occupants' ACs to determine whether it hits one or both. If a creature starts believing in the illusions while inside one, both creature and illusion lose hit points equal to the illusion's remaining hit point total.

9th

Retroactive Illusion
Apparition
Level: Paragon of Duality 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: You
Duration: 1 hour per level or until discharged.
You create a copy of yourself, or maybe not. You'll decide later.

You split into two copies of yourself. One is real, and one is an illusion, but you do not need to decide immediately which is which. Track their hit points, spells known, and so forth separately. Each one is in a state of potentiality, and their attacks are only half real until they move back into actuality at the end of the spell's duration. No save is required for this halving to occur. Because the creatures are only half real, attacks against them are only half likely to hit.

At the end of the spell's duration, or at any other time before, you can choose one of those creatures to become the real one and the other one to be the illusion. The illusion becomes fully unreal (and now allows a will save to disbelieve it) for the rest of the duration, if any. The real version works like the normal continuity of your existence.

Coerc

0lvl

Force Hand
Coercion (Compulsion) [Mind-affecting]
Level: Paragon 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature of your choice makes their mind up about the course of action they are considering.

A creature who is considering an action and believes it to be the best, even if they are unsure, moves to undertake that action. They only spend the next round under any compulsion, but may not question their prior decisiveness in future rounds anyway.

Mind Knock
Coercion [Mind-affecting]
Level: Paragon 0
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You launch an inelegant strike against the mind of a creature.

If you hit with a ranged touch attack, Mind Knock deals 1 point of damage to each of intelligence, wisdom and charisma.

1st

Mind Spike
Coercion [Mind-affecting]
Level: Paragon of Duality 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You launch a blast of energy at the target that knocks them out of their mind.

You launch a spike of mental force at the enemy. Choose intelligence, wisdom, or charisma. The creature takes 1d6 points of damage of the chosen type, plus 1 per 2 levels.

2nd

Secret Surrender
Coercion (Compulsion) [Mind-affecting]
Level: Paragon of Duality 2
Components: V
Casting Time: 1 standard action
Range: Very Close (10 ft + 5 ft/4 levels)
Target: One creature
Duration: 1 round.
Saving Throw: Will negates
Spell Resistance: Yes
A creature bursts out the information that it's trying to keep from you.

The target spends the entirety of its next turn doing nothing but telling you whatever information it is specifially attempting to hide from you, or the information it most wants to prevent you from knowing. If it doesn't have any information it doesn't want to give you, then it is confused for the round instead.

3rd

Force Mind
Coercion
Level: Paragon of Duality 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/level)
Target: Any number of creatures in range.
Duration: See text
Saving Throw: None
Spell Resistance: No
You intimidate a creature badly

You make an intimidate check with a +40 bonus. The creature you intimidated remains intimidated for an extra minute for each point by which you passed if you changed their attitude, or an extra round for each point by which you passed if you shook them. You can demoralise a target with this special intimidate check so long as you're in the spell's range, not only so long as you threaten them.

4th

Mind Hammer
Coercion [Mind-affecting]
Level: Paragon of Duality 4
Duration: Instantaneous and 1 round/level
You deal a finishing blow to a creature, and convert it to your cause.

Mind hammer works just as mind spike, except that a creature who has an ability score reduced to 0 in this way serves as a creature under your control for 1 round per level before falling unconscious (if that creature has its ability scores healed, it immediately regains its ability to act normally, though).

5th

Antony's Interrogaction
Coercion [Mind-affecting]
Level: Paragon of Duality 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
The target must answer questions correctly or be tortured by the spell's power.

Each round, you can ask the subject one question that it must either answer correctly, or take 2 points of damage to intelligence, wisdom and charisma and 2d6 points of true damage instead of answering. True damage cannot be prevented, mitigated or resisted by any means except by passing the will save to halve the damage (a new save is taken each time) or by answering the question correctly, and it affects even creatures normally immune to the spell's effects.

The damage is not taken if the creature doesn't know the answer, so long it says so. Otherwise, the damage is taken unless the answer it gives is true in spirit - the spell is not fooled by excessive literalism but nor does it use it to make excuses to deal more damage.

6th

Mental Strength
Coercion
Level: Paragon of Duality 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Your physical body fights using your mental abilities.

Your base strength becomes equal to your base strength or your charisma, whichever is higher. Your base dexterity becomes equal to your base dexterity or your intelligence, whichever is higher. Your base constitution becomes equal to your base constitution or your wisdom, whichever is higher. Any hit points gained in this way are treated as temporary hit points and are lost first even though hit points from a bonus to your constitution aren't usually temporary hit points.

Any change your ability scores is reflected by a temporary bonus equal to the difference between the current base value of your relevant physical ability score and the current actual value of your relevant mental ability score. For example, a 15th-level character with a base constitution of 8 and a base wisdom of 14, wearing items which increase both ability scores by 4, end up with their base constitution changing from 8 to 18, a +10 bonus. The +4 bonus from the item is then applied to the constitution score. The creature's actual constution therefore changes from 12 to 22, which is also a +10 bonus, and the creature gains 75 temporary hit points.

7th

Overcome Mind Blank
Coercion
Level: Paragon of Duality 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You can target normally-immune foes to full effect with this ability.

You can affect creatures normally immune to mind-affecting and/or scrying abilities with abilities of one or both of those natures, most notably overcoming the effects of mind blanks, but also allowing you to affect creatures with some other protection, or even mindless creatures (as most creatures which are considered mindless are still capable of some level of thought and even object permanence). If you try to take control of an undead creature under some other creature's control, you need opposed charisma checks to see who actually controls the creature.

This spell also overcomes immunity to abilities which require will saves, even with some kind of rider on this ability.

8th

Mind War
Coercion
Level: Paragon of Duality 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates/see text
Spell Resistance: Yes
You mentally fight a creature, the battle playing out in an instant.

You take a will save, adding the spell saving throw DC to your save result. Your target then takes an ordinary will save. For every single point that creature rolls below your result, that creature takes 1d6 points of true damage. True damage cannot be prevented, resisted or mitigated by any means (short of passing the will save). For this special will save, even rolling a natural 20 does not guarantee success, but neither does a natural 1 guarantee failure (for your will save to set the DC, there is no special effect of rolling a natural 20 or 1 either).

9th

Cerebral Storm
Coercion
Level: Paragon of Duality
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Effect: Storm mentally damages enemies in range and may turn them to your cause.
Duration: 1 round/level
Saving Throw: Will partial.
Spell Resistance: No.
You conjure a whirlwind of thought, pummelling your enemies with a storm of ideas.

Each enemy in range must pass a will save during each round at the start of that creature's turn or take 1d6 points of damage to each mental ability score. A creature who has an ability score reduced to 0 in this way serves you for the rest of the duration, just as if struck by a mind hammer to this effect.