Spell Sovereign

Uzziah Potus's page

295 posts. Organized Play character for Saashaa.


Race

LN Elf Psychic (Dream) 8 / Enchanting Courtesan 1 | HP: 47/56 | AC: 9 | T: 9 | FF: 9 | CMD: 11 | Fort: +6 | Ref: +4 | Will: +10 | Init: -1 | Perc: +12 | Sense Motive: +12 | Speed: 30 ft.

Classes/Levels

| PPP: 5/7 | 1st: 9/9 | 2nd: 6/8 | 3rd: 3/7 | 4th: 4/5 |

About Uzziah Potus

Uzziah "Potus"
LN Elf Psychic 8 (Dream) / Enchanting Courtesan 1

Init +0; Senses Low-light; Perception +12

DEFENSE
AC 9; Touch 9; Flat-Footed 9
HP 56;
Fort +6 ; Ref +4 ; Will +10
CMD 11

OFFENSE
Speed 30;

Spell-Like Abilities
Dream 1/1, Detect Thoughts 1/1

Spells Known/Prepared
4th (5)—Sleepwalk, Thoughtsense
3rd (7)—Deep Slumber, Id Insinuation II, Thought Worm II
2nd (8)—Oneric Horror, Mental Block, Seek Thoughts, Hold Person, Suggestion
1st (9)—Comprehend Languages, Mind Thrust I, Sleep, Detect Thoughts, Telempathic Projection, Charm Person, Discern Next Of Kin, Psychic Reading
0th—Lullaby, Daze, Telekinetic Projectile, Message, Read Magic, Detect Magic, Light

STATISTICS
Str 7, Dex 9, Con 13, Int 28, Wis 10, Cha 16
Base Atk +4; CMB +2

Feats
Spell Focus (Div), Intensify Spell, Spell Specialization (Mind Thrust I), Deceitful, Spell Focus (Ench), Subtle Enchantments

Skills
Bluff +20,
Diplomacy +18,
Intimidate +18,
Knowledge Arcana +16,
Knowledge Dungeoneering +13,
Knowledge Engineering +13,
Knowledge Geography +13,
Knowledge History +13,
Knowledge Local +14,
Knowledge Nature +13,
Knowledge Nobility +13,
Knowledge Planes +13,
Knowledge Religion +14,
Linguistics +21,
Perception +12,
Perform (Act) +11,
Sense Motive +12,
Sleight of Hand +11,
Spellcraft +17,
Use Magic Device +18

Languages Common, Elven, Abyssal, Infernal, Celestial, Orc, Goblin, Giant, Drow, Undercommon, Ancient Osiriani, Thassalonian, Aklo

SQ
Mind Touch (PA), Will of the Dead (PA), Overpowering Mind (PA); Dream Leech (Su), Oneiromancy (Su), Mind Heist (Sp), Covert Spells (Su), Enchanting Touch (Su), Seducer's Leverage (Ex)

Gear
Headband of Int +4: , Shard of Psychic stuffs (Telepathic Projection), Shard of Psychic stuffs (Discern Next of Kin): , Shard of Psychic..(Seek Thoughts): , Belt o Con +4: ; Wand of CLW (19 charges remain). 500 gp outfit; Harrow Deck, Wand of Magic Missile (47 charges remain), Cloak of Resistance +3, Circlet of Persuasion

Traits
Adopted by Humans, Harrow Chosen, Magical Lineage (Mind Thrust I)

Alternate Racial Traits
Dreamspeaker
Overwhelming Magic (Spell Focus Div)

Money gp

Psychic Class, Dream Discipline Abilities

Dream Leech(Su) DC 23:
While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s dreams, thereby learning new things about your own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.
Oneiromancy(Su):
As a standard action, you can tamper with the minds of sleeping creatures. You plant a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If you succeed, when the creature wakes it behaves in the way you dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You must be adjacent to the sleeping creature to use this ability. Alternatively, you can use this ability as part of the casting of dream, minor dreamARG, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Creatures that don’t dream are immune to this effect.
Mind Heist(Sp) DC 23:
At 5th level, you can delve into the subconscious mind of a sleeping target. You can cast detect thoughts as a spell-like ability on any adjacent sleeping creature. Additionally, you can gain the benefit of detect thoughts on a target of your dream, minor dreamARG, or nightmare spells as if you had studied the target for 3 rounds. If you cast dream scan (see page 166), you know whether you received false information from the dream. A successful Will save negates mind heist. You can use this ability a number of times per day equal to your Charisma modifier.

Phrenic Amplifications (PA)

Mind Touch:
The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Will of the Dead:
Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Overpowering Mind:
The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

New Psychic Spells
Spell Save DC = 19 + Spell Lvl + 1 (If spell is sleep) + 2 (If spell is divination) + 1 (if spell is enchantment)

Charm Person DC 21:
School enchantment (charm) [mind-affecting]; Level arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer/wizard 1, witch 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
Description
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.


Comprehend Languages:
School divination; Level adept 1, alchemist 1, arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer/wizard 1, spiritualist 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (pinch of soot and salt)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. 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.


Daze DC 20:
School enchantment (compulsion) [mind-affecting]; Level arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer/wizard 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0
Casting
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
Description
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Deep Slumber DC 24:
School enchantment (compulsion) [mind-affecting]; Level arcanist 3, bard 3, mesmerist 3, occultist 3, psychic 3, sahir-afiyun 3, shaman 3, skald 3, sorcerer/wizard 3, witch 3
Casting
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
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
Description
This spell functions like sleep, except that it affects 10 HD of targets.

Detect Magic:
School divination; Level adept 0, arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer/wizard 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)


Detect Thoughts DC 22:
School divination; Level alchemist 2, arcanist 2, bard 2, inquisitor 2, investigator 2, medium 2, mesmerist 2, psychic 1, skald 2, sorcerer/wizard 2, spiritualist 2, summoner 2, summoner (unchained) 2, witch 2
Casting
Casting Time 1 standard action
Components V, S, F/DF (a copper piece)
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw Will negates; see text; Spell Resistance no
Description
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Discern Next of Kin DC 22:
School divination [mind-affecting]; Level arcanist 1, bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer/wizard 1, spiritualist 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, F (a copper piece)
Effect
Range 60 ft.
Target one creature
Duration concentration, up to 1 minute/level (D)
Saving Throw Will negates (see text); Spell Resistance yes
Description
You can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn that the target’s father’s name is Jarn, the father lives on a nearby farm, and the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes.

Hold Person DC 22:
School enchantment (compulsion) [mind-affecting]; Level antipaladin 2, arcanist 3, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, medium 2, mesmerist 2, occultist 3, psychic 2, shaman 2, skald 2, sorcerer/wizard 3, warpriest 2, witch 2
Casting
Casting Time 1 standard action
Components V, S, F/DF (a small, straight piece of iron)
Effect
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
Description
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.

Id Insinuation II DC 23:
School enchantment (compulsion) [mind-affecting]; Level psychic 3
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target two creatures
Duration concentration + 1 round
Saving Throw Will negates; Spell Resistance yes
Description
By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect. In addition, on the first round of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used. This spell can be undercast.

Light:
School evocation [light]; Level adept 0, arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer/wizard 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0
Casting
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.


Lullaby DC 20:
School enchantment (compulsion) [mind-affecting]; Level bard 0, mesmerist 0, psychic 0, skald 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Mental Block DC 23:
School divination [mind-affecting]; Level bard 2, mesmerist 1, psychic 2, skald 2
Casting
Casting Time 1 standard action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
You lock access to the target’s procedural memories, preventing it from drawing upon its experience and expertise. The target loses all skill ranks, spells known, spells prepared, and activated feats, as well as its extraordinary, supernatural, and spell-like abilities. Each round at the end of the target’s turn, the target can attempt another Will save to end this effect.

Message:
School transmutation [language-dependent]; Level arcanist 0, bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer/wizard 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0
Casting
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Effect
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Mind Thrust I DC 22:
School divination [mind-affecting]; Level psychic 1
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
Description
You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.

Oneric Horror DC 21:
School illusion (phantasm) [mind-affecting]; Level arcanist 3, bard 2, medium 1, mesmerist 2, psychic 2, skald 2, sorcerer/wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
You cause the subject to believe it is being attacked by a creature out of its nightmares. Each round, the subject makes a full-attack action against the creature. A flying creature can still attempt a Fly check to hover. Each round on its turn after making a full attack against the imaginary creature, the subject can attempt a new saving throw to end the effect. The subject is fatigued for 1 minute after the spell ends.

Psychic Reading:
School divination; Level arcanist 2, bard 2, inquisitor 2, medium 1, mesmerist 1, occultist 1, psychic 1, skald 2, sorcerer/wizard 2, spiritualist 1
Casting
Casting Time 1 standard action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 round
Saving Throw none; Spell Resistance yes
Description
You are able to read a person’s surface thoughts and take cues from the person’s appearance, body language, and manner of speech to infer a great deal of information about the person, even if that person is in disguise (including polymorph effects). When casting the spell, attempt a DC 20 Sense Motive check with a bonus equal to your caster level. A successful skill check reveals to you one of the following pieces of information of your choice, plus one additional piece of information for every 5 points by which your check result exceeds 20: age, alignment, class†, feats†, gender, native language, place of origin, race or ethnicity, racial traits†, religion, sexual orientation, or training in a Craft, Perform, or Profession skill. For items marked with a cross (†), if the target has more than one of these features, each one you discover counts as a piece of information.

There’s a 70% chance that all information you receive is correct. This roll is made secretly. Otherwise, on a roll of 71–80, you receive one false piece of information, on a roll of 81–90 you receive two, and on a roll of 91–100 you receive three. You can’t get more false information than the total number of pieces of information you discover.


Read Magic:
School divination; Level adept 0, antipaladin 1, arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer/wizard 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0
Casting
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.


Seek Thoughts DC 23:
School divination [mind-affecting]; Level alchemist 3, arcanist 3, bard 3, inquisitor 3, investigator 3, medium 2, mesmerist 3, occultist 3, psychic 2, skald 3, sorcerer/wizard 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3
Casting
Casting Time 1 standard action
Components V, S, M (a handful of copper coins)
Effect
Range 40 ft.
Area 40-ft.-radius emanation centered on you
Duration concentration, up to 1 minute/level
Saving Throw Will negates; Spell Resistance no
Description
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Will save prevents you from sensing a creature’s thoughts for the duration of the spell.

You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful DC 25 Sense Motive check.


Sleep DC 22:
School enchantment (compulsion) [mind-affecting]; Level adept 1, arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, sahir-afiyun 1, shaman 1, skald 1, sorcerer/wizard 1, witch 1
Casting
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
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
Description
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD 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 (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Sleepwalk DC 25:
School enchantment (compulsion) [mind-affecting]; Level inquisitor 4, mesmerist 4, psychic 4, witch 4
Casting
Casting Time 1 round
Components V, S, M (a sprig of belladonna worth 100 gp)
Effect
Range touch
Target unconscious creature touched
Duration 1 hour/level (D)
Saving Throw Will negates, see text; Spell Resistance yes
Description
You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains helpless for all other purposes. The subject moves at half speed and is limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under the effects of this spell does not start dying again as a result of this movement.

Suggestion DC 22:
School enchantment (compulsion) [language-dependent, mind-affecting]; Level arcanist 3, bard 2, medium 2, mesmerist 2, occultist 3, psychic 2, skald 2, sorcerer/wizard 3, witch 3
Casting
Casting Time 1 standard action
Components V, M (a snake's tongue and a honeycomb)
Effect
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
Description
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).


Telekinetic Projectile:
School evocation; Level occultist 0, psychic 0, spiritualist 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target N/A (not listed in spell, assumed one creature or object)
Duration instantaneous
Saving Throw no; Spell Resistance no
Description
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.

Telempathic Projection DC 21:
School enchantment (compulsion) [emotion, mind-affecting]; Level mesmerist 1, psychic 1, spiritualist 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes
Description
You alter the target’s mood, adjusting its attitude toward you or another creature you designate by one step either positively or negatively (see the Diplomacy skill on page 94 of the Pathfinder RPG Core Rulebook). You can instead use this spell to assist your own or an ally’s Bluff, Diplomacy, Intimidate, Perform, or Sense Motive check, granting that check a +5 insight bonus against the target of your telempathic projection with no save. In this case, the spell’s duration expires immediately when the skill check is complete.

Thoughtsense:
School divination [mind-affecting]; Level arcanist 5, medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
Casting
Casting Time 1 standard action
Components V, M (a bit of dried brain tissue)
Effect
Range personal
Target you
Duration 1 minute/level
Description
You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.

Thought Worm II DC 23:
School enchantment (compulsion) [mind-affecting]; Level psychic 3
Casting
Casting Time 1 standard action
Components S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will partial (see text); Spell Resistance yes
Description
You implant a minor suggestion within the target creature’s psyche that makes it less inclined to resist mental intrusion. The target creature takes a –4 penalty on Will saves against all mind-affecting spells and effects for the duration of the spell. This spell can be undercast.