Index of Spells by Domain - Sin-P

Deities: Bahamut (LG), Bane (LE), Beltar (CE), Corellon Larethian (CG), Cyric (CE), Dol Arrah (LG), Dumathoin (N), Finder Wyvernspur (CN), Gargauth (LE), Gond (N), Heironeous (LG), Helm (LN), Hextor (LE), Horus-Re (LG), Iuz (CE), Kiaransalee (CE), Lolth (CE), Moradin (LG), Nobanion (LG), Oghma (N), Olladra (NG), Onatar (NG), Osiris (LG), Pelor (NG), Pholtus (LG), Set (LE), Shar (NE), Shevarash (CN), Siamorphe (LN), Sovereign Host (pantheon) (NG), Sune (CG), Tempus (CN), The Mockery (NE), The Path of Light (LN), Tiamat (LE), Torm (LG), Tyr (LG), Ubtao (N), Umberlee (CE), Vecna (NE), Velsharoon (NE), Vhaeraun (CE), Wastri (LN), Waukeen (N), Wee Jas (LN)

Name: Sin-Pride

Granted Power: Whenever you roll a 1 on a saving throw you may immediately reroll the save. You must keep the result of the second roll, even if it results in the roll of another 1.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Hypnotism
Enchantment (Compulsion) [Mind-Affecting] 1 round SRD
Will negates - Yes Arc 1, Beguiler 1, Brd 1, EmBarachiel 1, Shu 1, Sin-P 1, Sor/Wiz 1, Wuj 1 V, S
2d4 rounds (D) Close General
Area: Several living creatures, no two of which may be more than 30 ft. apart

Fascinates 2d4 HD of creatures.

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 Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. 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.

Eagle's Splendor
Transmutation 1 standard action SRD
Will negates (harmless) - Yes APeace 2, Arc 2, Artificer 2, Blk 2, Brd 2, BVal 2, ChamGwyn 2, Clr 2, EmBarachiel 2, HB 2, Pal 2, Sin-P 2, Sor/Wiz 2, Trade 3 V, S, M/DF
1 min./level Touch 5 minutes
Target: Creature touched

Subject gains +4 to Cha for 1 min./level.

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spells effect do increase.

Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 2, Courage 4, Sin-P 3, Sor/Wiz 3 V, S
10 min./level Touch 1 hour
Target: Creature touched

Gives +2 on attack rolls, saves, skill checks.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Divine Power
Evocation 1 standard action SRD
- Arc 4, Clr 4, Competition 4, Orc 4, Sin-P 4, Vassal of Bahamut 4, War 4 V, S, DF
1 round/level Personal 5 minutes
Target: You

You gain attack bonus, +6 to Str, and 1 hp/level.

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

Mass Reduce Person
Transmutation 1 round SRD
Fortitude negates - Yes Sin-P 5, Sor/Wiz 4 V, S, M
1 min./level (D) Close 30 minutes
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart

Reduces several creatures.

This spell functions like reduce person, except that it affects multiple creatures.

Forbiddance (M)
Abjuration 6 rounds SRD
See text - Yes APeace 6, Arc 6, Blg 5, Clr 6, Hatred 6, Sin-P 6, Wealth 6 V, S, M, DF
Permanent Medium General
Area: 60-ft. cube/level (S)
Materials: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

Blocks planar travel, damages creatures of different alignment.

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to re-enter, at which time it is affected as normal.

Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).

Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

Dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level.

You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.

Greater Heroism
Enchantment (Compulsion) [Mind-Affecting] 1 standard action SRD
Will negates (harmless) - Yes (harmless) Brd 5, Courage 7, Joy 6, Passion 6, Sin-P 7, Sor/Wiz 6 V, S
1 min./level Touch 30 minutes
Target: Creature touched

Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Greater Spell Immunity
Abjuration 1 standard action SRD
Will negates (harmless) - Yes (harmless) Arc 8, Clr 8, Sin-P 8 V, S, DF
10 min./level Touch 1 hour
Target: Creature touched

As spell immunity, but up to 8th-level spells.

This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.

A creature can have only one spell immunity or spell immunity, greater spell in effect on it at a time.

Mass Charm Monster
Enchantment (Charm) [Mind-Affecting] 1 standard action SRD
Will negates - Yes Brd 6, Sin-P 9, Sor/Wiz 8, Tyranny 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

This charm makes a creature regard you as its trusted friend and ally (treat the targets 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 creature 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 wouldnt 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 creature breaks the spell. You must speak the persons language to communicate your commands, or else be good at pantomiming.