Dream Lord (3.5e Prestige Class)/Lord Spell List

2nd-Level Lord Spells

 * Whispering Wind: Sends a short message 1 mile/level.
 * Ventriloquism: Throws voice for 1 min./level.
 * Touch of Idiocy1: Subject takes 1d6 points of Int, Wis, and Cha damage.
 * Status: Monitors condition, position of allies.
 * Silence: Negates sound in 20-ft. radius.
 * Sanctuary: Opponents can’t attack you, and you can’t attack.
 * Phantom Trap: Makes item seem trapped.
 * Minor Image: As silent image, plus some sound.
 * Magic Mouth: Speaks once when triggered.
 * Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
 * Hideous Laughter: Subject loses actions for 1 round/level.
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Detect Thoughts: Allows “listening” to surface thoughts.
 * Disguise Self: Changes your appearance.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Comprehend Languages: You understand all spoken and written languages.
 * Calm Emotions: Calms creatures, negating emotion effects.
 * Brand Heretic (3.5e Spell): You mark a target creature as an alignment of your choosing.
 * Align Weapon: Weapon becomes good, evil, lawful, or chaotic.

3rd-Level Lord Spells

 * Tongues: Speak any language.
 * Telepathic Bond: Link lets allies communicate.
 * Suggestion: Compels subject to follow stated course of action.
 * Speak with Dead: Corpse answers one question/two levels.
 * Sibling Rivalry (3.5e Spell): Target grows jealous of allies and attacks them.
 * Ray of Exhaustion: Ray makes subject exhausted.
 * Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
 * Nonlethal Field (3.5e Spell): Create field that blocks most lethal damage.
 * Misdirection: Misleads divinations for one creature or object.
 * Major Image: As silent image, plus sound, smell and thermal effects.
 * Illusory Script: Only intended reader can decipher.
 * Good Hope1: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
 * Feather (3.5e Spell): Lightens the target's load.
 * Ekbom's Imaginary Insects (3.5e Spell): Target hallucinates insects all over their body and attacks themselves.
 * Curse of the Annoying Speech Impediment (3.5e Spell): You doom someone to speak in an annoying way.
 * Burden (3.5e Spell): Weighs the target down with a magical load.
 * Blindness/Deafness1: Makes subject blinded or deafened.

4th-Level Lord Spells

 * Zone of Silence: Keeps eavesdroppers from overhearing conversations.
 * Summon Stalkers (3.5e Spell): Summon a pack of creepy perverts to follow somebody around and make their life utter hell.
 * Schizophrenia (3.5e Spell)1: Target suffers conditions similar to schizophrenia.
 * Rainbow Pattern: Lights fascinate 24 HD of creatures.
 * Plant of Madness (3.5e Spell): You enchant a plant with the ability to bestow confusion on all who sleep near it.
 * Modify Memory: Changes 5 minutes of subject’s memories.
 * Mask of Forbidden Horror (3.5e Spell): Creatures best not look at you, lest they gaze into an endless paradox which taxes the brain and sickens the body.
 * Mark of Justice: Designates action that will trigger curse on subject.
 * Last Rites (3.5e Spell): Choose the afterlife the dead character goes to.
 * Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
 * Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
 * Fear: Subjects within cone flee for 1 round/level.
 * Discern Lies: Reveals deliberate falsehoods.
 * Crushing Despair1: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
 * Confusion: Subjects behave oddly for 1 round/level.
 * Charm Monster: Makes monster believe it is your ally.

5th-Level Lord Spells

 * Waves of Fatigue: Several targets become fatigued.
 * Symbol of Pain: Triggered rune wracks nearby creatures with pain.
 * Seeming1: Changes appearance of one person per two levels.
 * Rien's Rotting Touch (3.5e Spell): The target magically ages and rots away, sustaining penalties to physical ability scores and possibly even dying.
 * Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
 * Phantasmal Assassin (3.5e Spell)1: Implant a Sentient Illusion in the target's mind to assault their sanity directly, or just gather some information.
 * Persistent Image: As major image, but no concentration required.
 * Nightmare: Sends vision dealing 1d10 damage, fatigue.
 * Mirage Arcana: As hallucinatory terrain,  plus structures.
 * Mind Fog1: Subjects in fog get –10 to Wis and Will checks.
 * False Vision: Fools scrying with an illusion.
 * Enervation: Subject gains 1d4 negative levels.
 * Dispel2: Chaos, Evil, Good, or Law: +4 bonus against attacks.
 * Curse of Crumbling Conviction (3.5e Spell): Target becomes indifferent to everything, and becomes easily persuaded by new outlooks.
 * Break Enchantment1: Frees subjects from enchantments, alterations, curses, and petrification.
 * Atonement1: Removes burden of misdeeds from subject.

6th-Level Lord Spells

 * Veil1: Changes appearance of group of creatures.
 * True Seeing1: Lets you see all things as they really are.
 * Symbol of Fear: Triggered rune panics nearby creatures.
 * Sins of the Father (3.5e Spell): Bind a creature and their entire bloodline to your cause and inject a sense of urgency into their lives.
 * Suggestion, Mass: As suggestion, plus one subject/level.
 * Probe Thoughts: Read subject’s memories, one question/ round.
 * Permanent Image: Includes sight, sound, and smell.
 * Morality Test (3.5e Spell): The target will die unless they do something you specify. Or maybe they'll only die if they do that thing. It's hard to know.
 * Mislead1: Turns you invisible and creates illusory double.
 * Irresistible Dance: Forces subject to dance.
 * Eyebite: Target becomes panicked, sickened, or comatose.
 * Contact Other Plane: Lets you ask question of extraplanar entity.