Gain psychic impressions from past events in a location.
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As possession, but you observe instead of control the subject.
Painfully swell a target's joints.
You utter a brief anecdote or bit of news as the verbal component of this spell and track its progress through a social gathering or other crowd.
By immersing yourself fully in the intricacies of a carved or written rune of any kind, you can divine the elements of that rune's nature.
While casting this spell, you slowly destroy a piece of art bearing your victim's likeness and beseech Achaekek to grant you access to the knowledge and lore contained within the innermost sanctum of the Crimson Citadel,
This spell functions as audiovisual hallucination, except that the phantasm includes visual, auditory, olfactory, tactile, and thermal components, and the phantasm follows a complex script.
This spell functions as alarm, except that you can tweak the spell to be more discerning in what types of creatures or objects trigger the alarm.
Perceive nearby creatures that are experiencing fear.
Determine mental disturbances in nearby creatures.
The target sees its own attire as hopelessly out of fashion, ostentatious, and embarrassing, and is filled with a compulsion to strip off all clothing.
You cause the target to sound as if it is elsewhere within range, including its movements, speech, and all other sounds.
Cause a creature to perform a suggested action while asleep.
Slough off a target's skin.
You bolster the subject's sense of willpower and self-worth when you cast this spell.
This spell functions like magic aura, except it extends its altered aura to similar items in a 5-foot radius.
Deal (min(CASTERLEVEL,15))d6 points of damage and stagger target for 1 minute.
Stun creatures in a 30-ft.
As synaptic pulse, but for 1d4 rounds.
Prevent the target from communicating and cause it to act randomly.
Target moves at half speed, takes penalties, and has trouble casting spells.
As synesthesia, but affecting multiple creatures.
Perform a telekinetic combat maneuver.
Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.