Words (Speaker Class Feature)

Foundation is the Language of Creation and allows the reshaping of the world. Spoken only by the most ancient of gods, mortals are occasionally able to glean words from it through the study of multiple languages.

At first level, a Speaker knows a number of Words equal to the number of languages known (excluding Common). See the Speaker class details for full information.

Accelerate

Save Will negates (harmless); Duration 1 round/level

Prerequisite(s) 6th level

Effect The affected creature gains an additional move action. This move action can come before, after, or between other actions, but not during a full-round action. If the affected creature takes a full-attack action, it can, instead of taking an extra move action, make one additional attack at its highest attack bonus.

Accelerate counters and dispels slow.

Adapt

Save Will negates (harmless)

Duration 1 hour/level (D)

Prerequisite(s) 12th level

Effect This word grants the affected creature immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, the creature gains energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Adapt has no effect on creatures on their native plane.

Alter

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) Disguise

Effect This word allows the affected creature to assume the form of any Small or Medium creature of the humanoid type. If the form the creature assumes has any of the following abilities, it gains the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

Small creature: If the form the creature takes is that of a Small humanoid, it gains a +2 size bonus to its Dexterity.

Medium creature: If the form the creature takes is that of a Medium humanoid, it gains a +2 size bonus to its Strength.

Anarchic [chaotic]

Save Will negates (harmless)

Duration 1 minute/level

Effect Anarchic wards the affected creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature created by lawful creatures. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target created by lawful creatures. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Third, Anarchic prevents bodily contact by lawful summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not lawful are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Armor

Save Will negates (harmless)

Duration 1 minute/level

Effect This word grants the affected creature a +2 enhancement bonus to the affected creature’s existing armor bonus. This enhancement bonus increases by 1 for every three levels above 3rd, to a maximum of +5 at 12th level. A creature without armor has an effective armor bonus of +0.

Augment

Save Will negates (harmless)

Duration 1 round/level

Prerequisite(s) 12th level; Dexterous, Hearty, Strong

Effect The affected creature gains a +6 enhancement bonus to Constitution, Dexterity, and Strength.

Axiomatic [lawful]

Save Will negates (harmless)

Duration 1 minute/level

Effect This word wards the affected creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature created by chaotic creatures. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target created by chaotic creatures. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Third, Axiomatic prevents bodily contact by chaotic summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not chaotic are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Balance

Save Will negates (harmless)

Duration 10 minutes/level

Prerequisite(s) 6th level

Effect The affected creature gains acid resist 10. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The Word protects the recipient’s equipment as well.

This word only absorbs damage, the affected creature could still suffer unfortunate side effects.

Bane [mind-affecting]

Save Will negates

Duration 1 minute/level

Effect Bane inflicts a -1-morale penalty on attack rolls and on saving throws against fear effects on affected creatures.

Bane counters and dispels bless.

Bash

Save Fort negates

Duration Instantaneous

Effect This word deals 1d8 points of bludgeoning damage per level to affected creatures.

Bind

Save Will negates; see text

Duration 1 year/level (D)

Prerequisite(s) 12th level

Effect This word creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.

You can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities.

Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once Bind is Spoken, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

You may Speak this word additional times to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first duration, even if your caster level was high enough to disallow an initial saving throw. If the creature’s save succeeds, all bindings it has received are broken.

The affected creature is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The creature is confined to the spot it occupied when you Spoke this Word.

You can’t dispel bind with dispel magic or a similar effect, though an antimagic field or mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal, banishment, or a similar effect.

Bless [mind-affecting]

Save Will negates (harmless)

Duration 1 minute/level

Effect Bless grants affected creatures a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Blind [curse]

Save Fort negates

Duration Permanent (D)

Prerequisite(s) 6th level

Effect The affected creature gains the blinded condition.

Burn [fire]

Save Reflex halves

Duration Instantaneous

Effect This word deals 1d6 points of fire damage per level to affected creatures.

Calm [emotion; mind-affecting]

Save Will negates

Duration 1 round/level

Prerequisite(s) Charm

Effect This word calms agitated creatures. You have no control over the affected creatures, but Calm can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the effect on all calmed creatures.

Calm automatically suppresses (but does not dispel) any morale bonuses granted to the affected creatures, and also negates a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When Calm ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Charismatic

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Charisma.

Charm [language dependent; mind-affecting]

Save Will negates

Duration 1 hour/level

Effect This word makes affected creatures regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the affected creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

This word 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 affected creature 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 affected creature breaks the effect. You must speak the person’s language to communicate your commands.

Command [language dependent; mind-affecting]

Save Will negates

Duration 1 round/level

Prerequisite(s) 6th level; Charm

Effect You give the affected creature a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options: Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

  • Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
  • Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
  • Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
  • Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

At the start of each of the commanded creature’s actions after the first, it gets another Will save to attempt to break free from the Command. Each affected creature must receive the same command.

Conduit [electricity]

Save Reflex negates

Duration 1 round/level

Prerequisite(s) 12th level; Ground, Thunder

Effect Conduit deals 3d6 points of electricity damage to affected creatures per round. While the creature is affected by Conduit, it deals an additional 1d6 electricity damage with natural attacks and metal weapons.

Confuse [mind-affecting]

Save Will negates

Duration 1 round/level

Prerequisite(s) 6th level

Effect The affected creature gains the confused condition.

Convalesce

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 6th level

Effect This word can cure all diseases from which the affected creature is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the creature. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.

Since this word’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Curse [curse]

Save Will negates

Duration Permanent

Prerequisite(s) 6th level; Unfortunate

Effect The affected creature suffers a -6 penalty to an ability score of your choice. This penalty does not stack with itself. The curse bestowed by this Word cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell or the Word Reprieve.

Curse counters reprieve.

Deafen [curse]

Save Fort negates

Duration Permanent (D)

Prerequisite(s) 6th level

Effect The affected creature gains the deafened condition.

Dexterous

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Dexterity.

Disguise

Save Will negates (harmless)

Duration 1 minute/level

Effect Disguise makes the affected creature – including clothing, armor, weapons, and equipment – look different. They can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change their creature type (although they can appear as another subtype).

Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or make the affected creature look like an entirely different person or gender.

This word does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of the affected creature or its equipment. If you use this Word to create a disguise, the affected creature gets a +10 bonus on the Disguise check. A creature that interacts with the affected creature gets a Will save to recognize it as an illusion.

Dismiss

Save Will negates

Duration Instantaneous

Prerequisite(s) 12th level

Effect If the affected creature is not on its home plane, it is whisked away. However, there is a 20% chance of accidentally sending the creature to a plane other than its own.

Dispel

Save None

Duration Instantaneous

Prerequisite(s) 12th level

Effect You can use this word to end one ongoing spell that has been cast on an affected creature. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by Dispel. Dispel can dispel spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the creature, or you have failed to dispel every spell.

Displace

Save Will negates (harmless)

Duration 1 round/level

Effect This word grants the affected creature a 5% miss chance. This miss chance increases by 5% for every level you have, to a maximum of 100% at 20th level.

Dominate [language dependent; mind-affecting]

Save Will negates

Duration 1 day/level

Prerequisite(s) 12th level; Command

Effect You control the affected creature through a telepathic link that you establish with their mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect.

Changing your orders or giving a dominated creature a new command is a move action.

By concentrating fully on Dominate (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on Dominate each day, the subject receives a new saving throw to throw off the domination.

Drain

Save Will negates

Duration Instantaneous

Prerequisite(s) 12th level; Harm

Effect This word gives 1d4 temporary negative levels to affected creatures.

Assuming the creature survives, it regains lost levels after a number of hours equal to your caster level.

Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so unless they persist for longer than 24 hours.

Creatures that are healed by negative energy instead gain 1d4 x 5 temporary hit points and treat this Word as harmless.

Enhance

Save Will negates (harmless)

Duration 1 round/level

Prerequisite(s) 12th level; Charismatic, Intelligent, Wise

Effect The affected creature gains a +6 enhancement bonus to Charisma, Intelligence, and Wisdom.

Enlarge

Save Fort negates

Duration 1 round/level

Effect This word causes instant growth of the affected creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2-size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge counters and dispels reduce.

Enrage [emotion; mind-affecting]

Save Will negates (harmless)

Duration 1 round/level

Prerequisite(s) 6th level

Effect The affected creature gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, they take a –2 penalty to Armor Class. They also gain 2 temporary hit points per Hit Die. These temporary hit points are lost first when they take damage and disappear when Enrage ends. While in a rage, they cannot use any Charisma-, Dexterity-, or Intelligencebased skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

At 11th level, the bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.

At 20th level, the bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Ethereal

Save Will negates (harmless)

Duration 1 minute/level (D)

Prerequisite(s) 18th level; Solidify

Effect The affected creature, along with its equipment, becomes ethereal. When the Word expires, all affected creatures on the Ethereal Plane return to material existence.

Extinguish

Save Will negates (harmless)

Duration 10 minutes/level

Prerequisite(s) 6th level

Effect The affected creature gains fire resist 10. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The Word protects the recipient’s equipment as well.

This word only absorbs damage, the affected creature could still suffer unfortunate side effects.

Fascinate [mind-affecting]

Save Will negates

Duration 1 round/level

Effect This word inflicts the fascinated condition on the affected creature.

Fear [emotion; fear; mind-affecting]

Save Will partial

Duration 1 round/level

Effect This word inflicts the frightened condition on the affected creature if they have hit dice equal to or less than your level + 3. If the affected creature succeeds on a Will saving throw, they are instead shaken for 1 round.

Fortunate

Save Will negates (harmless)

Duration 1 round/5 levels (minimum 1 round)

Effect Anytime the affected creature makes an ability check, attack roll, saving throw, or skill check, it may roll twice and take the better result.

Free

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 18th level

Effect The affected creature is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must Speak this Word at the spot where it was entombed or banished into the maze.

Freeze [cold]

Save Reflex halves

Duration Instantaneous

Effect This word deals 1d6 points of cold damage per level to affected creatures.

Gate

Save None

Duration Instantaneous

Prerequisite(s) 18th level; Teleport

Effect You move the affected creature to another plane of existence or alternate dimension precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

Glue

Save Reflex negates

Duration 1 round/level

Effect The affected creature is covered in a layer of sticky glue. If the initial saving throw fails, the creature gains the entangled condition and is anchored. An anchored creature can break free by succeeding at a combat maneuver check or an Escape Artist check as a standard action against the DC of Glue. This does not remove the entangled condition.

In addition, creatures must succeed at a saving throw every time they attempt to interact with a glued creature, otherwise whatever they were interacting with the glued creature with becomes stuck to the glued creature and can be broken free as described above.

Glued creatures receive a +10 circumstance bonus to CMB to initiate a grapple as well as a -10-circumstance penalty to CMD to avoid being grappled.

These do not stack if both creatures are glued. Finally, if any glued creature is in a grapple then both creatures gain a -10-circumstance penalty on escape artist checks and combat maneuver checks to escape the grapple.

Grease

Save Reflex negates

Duration 1 round/level

Effect The affected creature is covered in a greasy coating. If the initial saving throw fails, the creature immediately drops all held items. A saving throw must be made in each round that the greased creature attempts to pick up or use an item. A greased creature gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Ground

Save Will negates (harmless)

Duration 10 minutes/level

Prerequisite(s) 6th level

Effect The affected creature gains resistance (electricity) 10. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The Word protects the recipient’s equipment as well.

This word only absorbs damage, the affected creature could still suffer unfortunate side effects.

Harden

Save Will negates (harmless)

Duration 1 minute/level

Effect This word grants the affected creature a +2 enhancement bonus to the affected creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three levels above 3rd, to a maximum of +5 at 12th level. A creature without natural armor has an effective natural armor bonus of +0.

Harm

Save Will halves

Duration Instantaneous

Effect This word deals 1d6 points of negative energy damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) to affected creatures. Creatures that are healed by negative energy are instead healed an equal amount of damage and treat this Word as harmless.

Heal

Save Will halves (harmless)

Duration Instantaneous

Effect This word heals affected creatures of 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on).

Creatures that take damage from positive energy receive a Will save to halve the damage and do not treat this Word as harmless.

Hearty

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Constitution.

Holy [good]

Save Will negates (harmless)

Duration 1 minute/level

Effect This word wards the affected creature from attacks by evil creatures, from mental control, and from summoned creatures.

It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature created by evil creatures. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target created by evil creatures. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Third, Holy prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Imbue

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) Bless

Effect Weapons wielded by affected creatures gain an enhancement bonus on attack and damage rolls of +1 per four levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Imprison

Save Will negates; see text

Duration Instantaneous

Prerequisite(s) 18th level; Bind

Effect This word entombs a creature in a state of suspended animation (see temporal stasis) in a small sphere far beneath the surface of the ground.

The subject remains there unless a freedom spell is cast or Free is Spoken at the locale where the imprisonment took place. Magical search by a crystal ball, locate object, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle will not free the recipient but will reveal where it is entombed. If you know the creature’s name and some facts about its life, it takes a -4 penalty on its save. The creature gets an initial saving throw only if its Hit Dice equal at least half your caster level.

Insulate

Save Will negates (harmless)

Duration 10 minutes/level

Prerequisite(s) 6th level

Effect The affected creature gains cold resist 10. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The Word protects the recipient’s equipment as well.

This word only absorbs damage, the affected creature could still suffer unfortunate side effects.

Intelligent

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Intelligence.

Invisible

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains the invisible condition.

Irradiate [acid; electricity; poison]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Melt, Shock

Effect This word deals 1d6 points of damage per level to affected creatures, half of it acid and half of it electricity damage. If the creature fails its saving throw, it must save versus low level radiation.

Kill [death]

Save None

Duration Instantaneous

Prerequisite(s) 18th level; Drain

Effect The affected creature instantly dies. Any creature whose current hit points are higher than 5 times your caster level is unaffected.

Lift

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains fly 60 (good).

Should the duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a Word effectively ends it, the subject also descends safely in this way if Lift is dispelled, but not if it is negated by an antimagic field.

Magma [acid; fire]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Burn, Melt

Effect This word deals 1d6 points of damage per level to affected creatures, half of it acid and half of it fire damage. If the creature fails its saving throw, it catches fire.

Mark [light]

Save Will negates

Duration 1 minute/level

Effect This word surrounds and outlines the affected creature with a pale glow. Outlined creatures shed light as candles. Creatures outlined by Mark take a -20 penalty on all Stealth checks.

Outlined creatures do not benefit from the concealment normally provided by darkness (though a magical darkness effect with level higher than this Word’s effective level functions normally), blur, displacement, invisibility, or similar effects.

Melt [acid]

Save Reflex halves

Duration Instantaneous

Effect This word deals 1d6 points of acid damage per level to affected creatures.

Miracle

Save see text

Duration see text

Prerequisite(s) 18th level

Effect This word can do one of the following:

  • Duplicate any Word that does not have a prerequisite of 18th level.
  • Duplicate any spell of 7th level or lower.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity.
  • Have any effect whose power level is in line with the above effects.

Alternatively, the Speaker can make a very powerful request. If the Speaker does so, they suffer 5 permanent negative levels after they speak this Word. Examples of especially powerful miracles of this sort could include the following:

  • Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
  • Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
  • Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for this Word. When Miracle duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

Missile [force]

Save None

Duration Instantaneous

Prerequisite(s) 6th level

Effect This word deals 1d4 points of force damage plus 1d4 points of damage for every two levels beyond 1st (2d4 at 3rd, 3d4 at 5th, and so on) to affected creatures.

Both the spell and word shield prevent this damage.

Neutralize

Save Will negates (harmless)

Duration Instantaneous or 10 minutes/level; see text

Prerequisite(s) 6th level

Effect You detoxify any sort of venom in the affected creature. You must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized.

A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but Neutralize does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

This word can instead neutralize the poison in a poisonous creature for 10 minutes per level, at the Speaker’s option. The creature receives a Will save to negate this effect.

Null

Save Will negates

Duration 10 minutes/level

Prerequisite(s) 12th level; Dispel

Effect The affected creature is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, magic items or spells used by the affected creature do not function for the duration of Null.

This word suppresses any spell or magical effect used by, brought to, or cast at the affected creature, but does not dispel it. Time spent while subjected to Null counts against the suppressed spell’s duration.

Obey [curse; language dependent; mind-affecting]

Save None

Duration Permanent

Prerequisite(s) 18th level; Dominate

Effect A magical command is placed on the affected creature to carry out some service or to refrain from some action or course of activity, as desired by you.

While this word cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

If the subject is prevented from obeying the command for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the command.

Remove curse ends Obey only if its caster level is at least two higher than your caster level. Break enchantment does not end Obey, but miracle and wish do.

Ooze [acid; cold]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Freeze, Melt

Effect This word deals 1d6 points of damage per level to affected creatures, half of it acid and half of it cold damage. If the creature fails its saving throw, it is entangled for 1 round.

Petrify

Save Fort negates

Duration Instantaneous

Prerequisite(s) 12th level

Effect The affected creature, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this Word is broken or damaged, the creature (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Pierce

Save Fort negates

Duration Instantaneous

Prerequisite(s) Bash

Effect This word deals 1d8 points of piercing damage per level to affected creatures and deals 1d8 points of bleed.

Plasma [electricity; fire]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Burn, Shock

Effect This word deals 1d6 points of damage per level to affected creatures, half of it electricity and half of it fire damage. If the creature fails its saving throw, it is blinded for 1 round.

Poison [poison]

Save Fort negates

Duration Instantaneous; see text

Prerequisite(s) 6th level

Effect You inflict the affected creature with a horrible poison that deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Portal

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 6th level

Effect You instantly transfer the affected creature from its current location to any other spot within your Speaking range. They always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. They can bring along objects as long as their weight doesn’t exceed their maximum load.

If they arrive in a place that is already occupied by a solid body, they take 1d6 points of damage and are shunted to a random open space on a suitable surface within 10 feet of the intended location.

If there is no free space within 10 feet, they take an additional 2d6 points of damage and are shunted to a free space within 30 feet. If there is no free space within 100 feet, they take an additional 4d6 points of damage and the Word simply fails.

Raise

Save None (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Revive

Effect The Speaker suffers 1 permanent negative level per affected creature after they speak this Word. You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return.

Coming back from the dead is an ordeal. The subject of Raise gains two permanent negative levels when it is raised. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. A speaker has a 50% chance of losing any given unused Word as if it had been Spoken.

A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While Raise closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.

Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by Raise.

A creature who has been turned into an undead creature or killed by a death effect can’t be raised by Raise. Constructs, elementals, outsiders, and undead creatures can’t be raised. Raise cannot bring back a creature that has died of old age.

Recuperate

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 6th level

Effect This word dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Reduce

Save Fort negates

Duration 1 round/level

Effect This word causes instant diminution of the affected creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2-size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack.

Reduce counters and dispels enlarge.

Regenerate

Save Fort negates (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Reknit

Effect The affected creature’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After Regenerate is Spoken, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.

This word also cures 4d6 points of damage plus your caster level, rids the creature of exhaustion and fatigue, and eliminates all nonlethal damage the creature has taken. It has no effect on nonliving creatures (including undead).

Reknit

Save Will negates (harmless)

Duration 1 round/level

Effect This word grants the affected creature fast healing 1. This increases to fast healing 3 at 6th level, and to fast healing 5 at 12th level.

Renew

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 18th level; Restore

Effect The Speaker suffers 1 permanent negative level per affected creature after they speak this Word. Renew dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. It also dispels all permanent and temporary negative levels afflicting the healed creature.

Reprieve

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 6th level; Fortunate

Effect You must make a caster level check (1d20 + caster level) against the DC of each curse affecting the affected creature. Success means that the curse is removed.

This word counters Curse.

Resurrect

Save None (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Raise

Effect The Speaker suffers 5 permanent negative levels per affected creature after they speak this Word. You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject’s soul must be free and willing to return.

A resurrected creature has full hit points, vigor, and health with all of the prepared spells possessed by the creature when it died. None of the dead creature’s equipment or possessions are affected in any way by Resurrect.

Constructs and undead creatures can’t be resurrected.

This word cannot bring back a creature that has died of old age.

Restore

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Recuperate

Effect The Speaker suffers 1 Constitution damage per affected creature after they speak this Word. Restore dispels any magical effects reducing one of the subject’s ability scores, cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. It also dispels temporary negative levels or one permanent negative level. If Restore is used to dispel a permanent negative level, the Speaker gains 1 temporary negative level per affected creature after they speak this Word. Restore cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Revive

Save Will halves (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Heal

Effect This word heals affected creatures of 5d6 points of damage plus your caster level. Creatures that take damage from positive energy receive a Will save to halve the damage and do not treat this Word as harmless.

Unlike the Heal word, this word can bring recently slain creatures back to life. If used upon a creature that has died within 1 round, apply the healing from this Word to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through Revive gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by this word.

Rot [disease]

Save Fort negates

Duration Instantaneous

Prerequisite(s) 6th level

Effect The affected creature contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects.

See

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 12th level

Effect The affected creature sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects.

It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, See cannot be further enhanced with known magic, so one cannot use See through a crystal ball.

Shield

Save Will negates (harmless)

Duration 1 minute/level

Effect This word grants the affected creature a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Shock [electricity]

Save Reflex halves

Duration Instantaneous

Effect This word deals 1d6 points of electricity damage per level to affected creatures.

Shout [sonic]

Save Will halves

Duration Instantaneous

Prerequisite(s) 6th level

Effect This word deals 1d4 points of sonic damage per level to affected creatures.

Silence

Save Will negates

Duration 1 round/level

Prerequisite(s) 6th level

Effect The affected creature issues no noise, cannot speak, and cannot use abilities with verbal components.

Sleep [mind-affecting]

Save Will negates

Duration 1 minute/level

Effect This word causes a magical slumber to come upon the affected creature if they have hit dice equal to or less than your level + 3. 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.

Slow

Save Will negates

Duration 1 round/level

Prerequisite(s) 6th level

Effect The affected creature loses a move action.

Slow counters and dispels accelerate.

Soar

Save Will negates (harmless)

Duration 1 hour/level

Prerequisite(s) 12th level; Lift

Effect The affected creature gains fly 40 (good).

Should the duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a Word effectively ends it, the subject also descends safely in this way if Soar is dispelled, but not if it is negated by an antimagic field.

Solidify

Save Will negates

Duration 1 round/level

Prerequisite(s) 12th level

Effect The affected creature loses the incorporeal subtype and becomes corporeal. If the Strength of the creature is not known, treat its Dexterity score as its Strength score while it is corporeal.

Speak

Save Will negates (harmless)

Duration 1 hour/level

Prerequisite(s) 6th level

Effect The affected creature gains the ability to speak and understand all languages known by the Speaker who spoke this Word.

Steam [cold; fire]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Burn, Freeze

Effect This word deals 1d6 points of damage per level to affected creatures, half of it cold and half of it fire damage. This word may be spoken underwater with no penalty.

Stop

Save None

Duration 1d4 + 1 rounds

Prerequisite(s) 18th level; Accelerate, Slow

Effect This word seems to make time cease to flow for the affected creature. Normal and magical fire, cold, gas, and the like do not harm the affected creature. Affected creatures are invulnerable to attacks and spells; such creatures cannot be targeted with any attack or spell.

Durations of spells do not decrease while the affected creature is stopped. A spell that affects an area and has a duration longer than the remaining duration of Stop have their normal effects on other creatures once Stop ends. Items held, carried, or worn by an affected creature cannot be moved or harmed.

Strong

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Strength.

Stun [mind-affecting]

Save Will partial

Duration 1 round/4 levels

Prerequisite(s) 18th level

Effect The affected creature gains the stunned condition. If the creature succeeds at its saving throw, it is only stunned for 1 round.

Sustain [mind-affecting]

Save Will negates (harmless)

Duration 1 day/level

Prerequisite(s) 12th level

Effect The affected creature does not need to eat or drink for the duration of the Word and needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep.

This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day.

Teleport

Save Will negates (harmless)

Duration Instantaneous

Prerequisite(s) 12th level; Portal

Effect You instantly transfer the affected creature from its current location to any other spot within 100 miles per caster level. They can bring along objects as long as their weight doesn’t exceed their maximum load.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it, or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as scrying.

“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you.

When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.

Thunder [cold; electricity]

Save Reflex halves

Duration Instantaneous

Prerequisite(s) Freeze, Shock

Effect This word deals 1d6 points of damage per level to affected creatures, half of it cold and half of it electricity damage. If the creature fails its saving throw, it is deafened for 1 round.

Transcend

Save Will negates (harmless)

Duration 1 round/level

Prerequisite(s) 18th level; Augment, Enhance

Effect The affected creature gains a +6 enhancement bonus to all ability scores.

Unfortunate

Save Will negates

Duration 1 round/5 levels (minimum 1 round)

Effect Anytime the affected creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

Unholy [evil]

Save Will negates (harmless)

Duration 1 minute/level

Effect This word wards the affected creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature created by good creatures. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target created by good creatures. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.

Third, this word prevents bodily contact by good summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not good are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Unmake [death]

Save Will partial

Duration Instantaneous

Prerequisite(s) 18th level; Kill

Effect The Speaker suffers 1 permanent negative level per affected creature after they speak this Word. If these negative levels would kill the Speaker, they are also unmade. The affected creature instantly dies. Any creature whose current hit points are higher than 5 times your caster level is unaffected. If the creature failed their saving throw, the creature ceases to exist for all time, past, present, and future. Their actions still happened, however all memory of the creature performing them is wiped away. Only direct divine intervention can restore the creature to reality.

Ward

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 12th level

Effect The affected creature gains spell resistance equal to 12 plus your caster level.

Wise

Save Will negates (harmless)

Duration 1 minute/level

Prerequisite(s) 6th level

Effect The affected creature gains a +4 enhancement bonus to Wisdom.

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