Overwhelming Presence

3.5th Edition
Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.
 
5th Edition
Your presence inspires incredible awe in those nearby. Up to three creatures of your choice that can see you and that you can see within range must make a Charisma saving throw. Each of the targets must be within 30 feet of at least one other target. Each creature that fails this saving throw falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself, using its reaction to move up to its speed toward the ground. If it cannot reach the ground using its speed, it falls the rest of the distance. While affected by this spell, a creature is Incapacitated, has its speed set to 0, and is considered helpless, being open to a coup de grace.   An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on a success. A creature that fails its initial saving throw but recovers from this spell early by passing a subsequent saving throw has their Wisdom score reduced by 1d6 until they finish a long rest and is Dazed for 1d4 rounds. A creature that succeeds on the initial saving throw to resist this spell is Dazed until the start of your next turn.   At Higher Levels. When you cast this spell using a higher level spell slot, you can target one additional creature for each slot level above its base level.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Emotion, Mind-Affecting
Spell Spheres
Thought
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Bard 6, Cleric 9, Sorcerer 9, Wizard 9
Components
V, S, M (A swan feather)
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Target
One creature/level, no two of which can be more than 30 feet apart
Duration
1 round/level
Saving Throw
Will negates, see text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Bard 6, Cleric 9, Sorcerer 9, Wizard 9
Casting Time
1 Action
Range
120 Feet
Components
V, S, M (A swan feather)
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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