Deal 1d6 points of damage per level plus daze and stun in a 40-ft.
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Alter the target's attitude or give bonuses to those interacting with the target.
Communicate mentally with creatures within 100 ft.
You instill a target with the fear that the nearest other intelligent creature knows her darkest secret.
Replace surface thoughts with a mental echo.
As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.
As thought shield I, but +6 on Will saves.
As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.
As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.
As thought shield IV, but lasts 1 round per level.
Automatically detect nearby conscious creatures.
As an immediate action, gives creatures in a 10-ft.
As tower of iron will I, but lasts 2 rounds.
As tower of iron will I, but lasts 3 rounds.
As tower of iron will I, but lasts 4 rounds.
As tower of iron will I, but lasts 5 rounds.
You immediately become aware of any teleportation effects that begin or end within the spell's area.
This spell functions as teleport except that you can opt to intentionally cause any number of the creatures traveling with you to suffer a mishap or arrive in a specific different location you visualize simultaneously wi
This spell functions as audiovisual hallucination, except that this spell's phantasm has no apparent effect until a specific condition occurs.
True prognostication functions as divination except that the spell can see up to 100 years into the future.
Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
You plant a scrying sensor on a touched creature, object, or point in space, allowing you to see and hear the creature, object, or point and its surroundings (approximately 10 feet in all directions).
While the target of this spell is asleep, she retains some of her normal powers of perception.
You choose any language (except for secret languages, such as Druidic).