Confusion:
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following table: 1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2–6 Do nothing for 1 round
7–9 Attack nearest creature for 1 round
10 Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.
Inspire Courage:
A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally
must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing
(or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic
items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a
+2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.
Inspire courage is a supernatural, mind-affecting ability.
Slow:
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn.
Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump
half as far as normal.