[[],[{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You call upon the power of the spell and, in turn, each of your allies' hands gain a yellow nimbus, forming into the hands of large moles._\n\nThis spell functions like _burrow_:spells\/spell-compendium--86\/burrow--4002\/, except that it affects multiple creatures.","short_description":"_You call upon the power of the spell and, in turn, each of your allies' hands gain a yellow nimbus, ...","material_components":"0","name":"Burrow, Mass","level":"Druid 4 \/ Ranger 3","full_text":"

Burrow, Mass<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 4 \/ Ranger 3<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You call upon the power of the spell and, in turn, each of your allies' hands gain a yellow nimbus, forming into the hands of large moles.<\/em><\/p>\n\n\t

This spell functions like burrow<\/em><\/a>, except that it affects multiple creatures.<\/p><\/p>Reference: Spell Compendium 41<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"_A small but extremely loud bee appears, buzzing around the head of the designated target._\n\nThis spell creates an unnerving noise that disrupts the subject's concentration. The subject is distracted and takes a --10 penalty on Move Silently:skills\/move-silently\/ checks. Creatures that can't hear are not distracted. The DC of Concentration:skills\/concentration\/ checks to cast spells or maintain concentration while distracted is equal to this spell's DC + the level of the spell being cast.\n\nThe bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell's duration expires or the subject moves out of range.\n\nThe bee can't be attacked, but it can be dispelled.\n\n_Material Component:_ A dab of honey.","short_description":"_A small but extremely loud bee appears, buzzing around the head of the designated target.","material_components":"0","name":"Buzzing Bee","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Buzzing Bee<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A small but extremely loud bee appears, buzzing around the head of the designated target.<\/em><\/p>\n\n\t

This spell creates an unnerving noise that disrupts the subject's concentration. The subject is distracted and takes a —10 penalty on Move Silently<\/a> checks. Creatures that can't hear are not distracted. The DC of Concentration<\/a> checks to cast spells or maintain concentration while distracted is equal to this spell's DC + the level of the spell being cast.<\/p>\n\n\t

The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell's duration expires or the subject moves out of range.<\/p>\n\n\t

The bee can't be attacked, but it can be dispelled.<\/p>\n\n\t

Material Component:<\/em> A dab of honey.<\/p><\/p>Reference: Spell Compendium 41<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"_You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds._\n\nYou cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area.\n\n_Cacophonic burst_ cannot penetrate the area of a _silence_:spells\/players-handbook-v35--6\/silence--2704\/ spell.","short_description":"_You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shatt...","material_components":"0","name":"Cacophonic Burst","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"

Cacophonic Burst<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds.<\/em><\/p>\n\n\t

You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area.<\/p>\n\n\t

Cacophonic burst<\/em> cannot penetrate the area of a silence<\/em><\/a> spell.<\/p><\/p>Reference: Spell Compendium 41<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 minute\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"_Your words speed into a jumble of sounds that mix together until only a constant, faint buzzing sound remains._\n\nYou create a barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).\n\nA creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations create a 20% miss chance for any missiles (including siege weapon attacks) crossing the barrier in either direction. The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If you force a creature to pass through, the barrier has no effect on that creature.","short_description":"_Your words speed into a jumble of sounds that mix together until only a constant, faint buzzing soun...","material_components":"0","name":"Cacophonic Shield","level":"Bard 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"

Cacophonic Shield<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your words speed into a jumble of sounds that mix together until only a constant, faint buzzing sound remains.<\/em><\/p>\n\n\t

You create a barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).<\/p>\n\n\t

A creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations create a 20% miss chance for any missiles (including siege weapon attacks) crossing the barrier in either direction. The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If you force a creature to pass through, the barrier has no effect on that creature.<\/p><\/p>Reference: Spell Compendium 41<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called kolyarut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. Who is to be punished? it asks in the flat voice of a clock mechanism._\n\nBy casting this spell, you receive the aid of a kolyarut inevitable (_MM_ 159). If you know an individual kolyarut's name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway).\n\nYou can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.\n\n_XP Cost:_ 250 XP.","short_description":"_As you complete the spell, the powers of Mechanus respond.","material_components":"0","name":"Call Kolyarut","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"

Call Kolyarut<\/h5><\/p>
Conjuration (Calling)<\/td><\/tr>
Level:<\/b><\/td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<\/td><\/tr>
Components:<\/b><\/td>V, S, XP<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>One called kolyarut<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. "Who is to be punished?" it asks in the flat voice of a clock mechanism.<\/em><\/p>\n\n\t

By casting this spell, you receive the aid of a kolyarut inevitable (MM<\/em> 159). If you know an individual kolyarut's name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway).<\/p>\n\n\t

You can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.<\/p>\n\n\t

XP Cost:<\/em> 250 XP.<\/p><\/p>Reference: Spell Compendium 42<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called marut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder. Who denies death? it asks with the voice of an avalanche._\n\nBy casting this spell, you receive the aid of a marut inevitable (_MM_ 159). If you know an individual marut's name, you can request that individual by speaking the name during the spell (though you might get a different creature, \nanyway).\n\nYou can ask the marut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.\n\n_XP Cost:_ 500 XP.","short_description":"_You call across the boundaries of the multiverse, and the powers of Mechanus respond.","material_components":"0","name":"Call Marut","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"

Call Marut<\/h5><\/p>
Conjuration (Calling)<\/td><\/tr>
Level:<\/b><\/td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S, XP<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>One called marut<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder. "Who denies death?" it asks with the voice of an avalanche.<\/em><\/p>\n\n\t

By casting this spell, you receive the aid of a marut inevitable (MM<\/em> 159). If you know an individual marut's name, you can request that individual by speaking the name during the spell (though you might get a different creature,
anyway).<\/p>\n\n\t

You can ask the marut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.<\/p>\n\n\t

XP Cost:<\/em> 500 XP.<\/p><\/p>Reference: Spell Compendium 42<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, XP","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One called zelekhut","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_You make the necessary conjurations and the powers of Mechanus respond. The Zelekhut fades into view, its centaur form accompanied by the sound of rattling silver chains. Who seeks to escape justice? it asks with the solemn tones of a judge's gavel._\n\nBy casting this spell, you receive the aid of a zelekhut inevi-table (_MM_ 160). If you know an individual zelekhut's name, you can request that individual by speaking the name during the spell (though you might get a different creature, \nanyway).\n\nYou can ask the zelekhut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.\n\n_XP Cost:_ 100 XP.","short_description":"_You make the necessary conjurations and the powers of Mechanus respond.","material_components":"0","name":"Call Zelekhut","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"

Call Zelekhut<\/h5><\/p>
Conjuration (Calling)<\/td><\/tr>
Level:<\/b><\/td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, XP<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>One called zelekhut<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You make the necessary conjurations and the powers of Mechanus respond. The Zelekhut fades into view, its centaur form accompanied by the sound of rattling silver chains. "Who seeks to escape justice?" it asks with the solemn tones of a judge's gavel.<\/em><\/p>\n\n\t

By casting this spell, you receive the aid of a zelekhut inevi-table (MM<\/em> 160). If you know an individual zelekhut's name, you can request that individual by speaking the name during the spell (though you might get a different creature,
anyway).<\/p>\n\n\t

You can ask the zelekhut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.<\/p>\n\n\t

XP Cost:<\/em> 100 XP.<\/p><\/p>Reference: Spell Compendium 42<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 Standard Action","range":"Personal","target":"You","effect":"","area":"","duration":"10 Minutes\/level","saving_throw":"","spell_resistance":"","description":"_Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings._\n\nThroughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.","short_description":"_Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your su...","material_components":"0","name":"Camouflage","level":"Druid 1 \/ Ranger 1","full_text":"

Camouflage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 Standard Action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 Minutes\/level<\/td><\/tr><\/table>

\t

Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.<\/em><\/p>\n\n\t

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.<\/p><\/p>Reference: Spell Compendium 43<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Any number of creatures, no two of which are more than 60 ft. apart","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Reaching out to your environment, you wrap your allies in the patterns and shift-ing colors of their surroundings, concealing them from prying eyes._\n\nThis spell functions like _camouflage_:spells\/spell-compendium--86\/camouflage--4010\/, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.)","short_description":"_Reaching out to your environment, you wrap your allies in the patterns and shift-ing colors of their...","material_components":"0","name":"Camouflage, Mass","level":"Druid 2 \/ Ranger 2","full_text":"

Camouflage, Mass<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 2 \/ Ranger 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Reaching out to your environment, you wrap your allies in the patterns and shift-ing colors of their surroundings, concealing them from prying eyes.<\/em><\/p>\n\n\t

This spell functions like camouflage<\/em><\/a>, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.)<\/p><\/p>Reference: Spell Compendium 43<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"5-ft.-diameter sphere","area":"","duration":"1 round\/level","saving_throw":"None or Reflex partial; see text","spell_resistance":"Yes","description":"_Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds._\n\nA ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a _capricious zephyr_ moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.\n\nIf the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.\n\nA _capricious zephyr_ moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell's range.","short_description":"_Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-forc...","material_components":"0","name":"Capricious Zephyr","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Capricious Zephyr<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>5-ft.-diameter sphere<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None or Reflex partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds.<\/em><\/p>\n\n\t

A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr<\/em> moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.<\/p>\n\n\t

If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.<\/p>\n\n\t

A capricious zephyr<\/em> moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell's range.<\/p><\/p>Reference: Spell Compendium 43<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"_Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words._\n\nThis spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law--chaos and the good--evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.\n\nA Fortitude saving throw reduces damage by half.","short_description":"_Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.","material_components":"0","name":"Castigate","level":"Cleric 4 \/ Paladin 4","full_text":"

Castigate<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ Paladin 4<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.<\/em><\/p>\n\n\t

This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law—chaos and the good—evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.<\/p>\n\n\t

A Fortitude saving throw reduces damage by half.<\/p><\/p>Reference: Spell Compendium 44<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"All creatures in a 15-ft.-radius burst","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"_With a few slurred words and fumbling motions, you complete the spell and prepare to perform._\n\nYou cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a --2 penalty to Dexterity, Intelligence, and Wisdom.\n\nIf you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell.\n\nIf you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless.","short_description":"_With a few slurred words and fumbling motions, you complete the spell and prepare to perform.","material_components":"0","name":"Celebration","level":"Bard 4","full_text":"

Celebration<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With a few slurred words and fumbling motions, you complete the spell and prepare to perform.<\/em><\/p>\n\n\t

You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a —2 penalty to Dexterity, Intelligence, and Wisdom.<\/p>\n\n\t

If you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell.<\/p>\n\n\t

If you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless.<\/p><\/p>Reference: Spell Compendium 44<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature, plus one more creature\/2 levels (each of which must be within 30 ft. of the primary target)","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one._\n\nMissiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target.\n\nSpells, magic items, and abilities that protect against _magic missile_:spells\/players-handbook-v35--6\/magic-missile--2631\/ (such as the _shield_:spells\/players-handbook-v35--6\/shield--2364\/ spell or a _brooch of shielding_) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A _brooch of shielding_ loses a number of charges equal to the number of missiles hitting the creature--up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets.\n\nThe missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.","short_description":"_Bolts of pale blue energy spring forth from your finger and slam into the desired target.","material_components":"0","name":"Chain Missile","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Chain Missile<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one.<\/em><\/p>\n\n\t

Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target.<\/p>\n\n\t

Spells, magic items, and abilities that protect against magic missile<\/em><\/a> (such as the shield<\/em><\/a> spell or a brooch of shielding<\/em>) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A brooch of shielding<\/em> loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets.<\/p>\n\n\t

The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.<\/p><\/p>Reference: Spell Compendium 44<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_With the creature's will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile._\n\nYou can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.\n\nEach transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.","short_description":"_With the creature's will to resist brushed aside, you gaze out from its eyes to see your own satisfi...","material_components":"0","name":"Chain of Eyes","level":"Cleric 3 \/ Druid 4 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Chain of Eyes<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Druid 4 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With the creature's will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile.<\/em><\/p>\n\n\t

You can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.<\/p>\n\n\t

Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.<\/p><\/p>Reference: Spell Compendium 45<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"_Holding your hand to your head--index and middle fingers extended in a V--you call upon the ancient power of the triceratops. You touch your intended target, which then grows large horns, a bony skull plate, and a thickened hide._\n\nThe horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a charge, it deals double damage.\n\nIf the gore attack is used as a primary weapon, the subject adds 1-1\/2 times its Strength bonus to the damage of the attack. If it is used as a secondary weapon, the subject adds only 1\/2 its Strength bonus to the \ndamage roll, and takes a --5 penalty on the attack roll.\n\nThe recipient also gains a +4 enhancement bonus to its natural armor.","short_description":"_Holding your hand to your head--index and middle fingers extended in a V--you call upon the ancient ...","material_components":"0","name":"Charge of the Triceratops","level":"Druid 3 \/ Ranger 3","full_text":"

Charge of the Triceratops<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 3 \/ Ranger 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Holding your hand to your head—index and middle fingers extended in a V—you call upon the ancient power of the triceratops. You touch your intended target, which then grows large horns, a bony skull plate, and a thickened hide.<\/em><\/p>\n\n\t

The horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a charge, it deals double damage.<\/p>\n\n\t

If the gore attack is used as a primary weapon, the subject adds 1-1\/2 times its Strength bonus to the damage of the attack. If it is used as a secondary weapon, the subject adds only 1\/2 its Strength bonus to the
damage roll, and takes a —5 penalty on the attack roll.<\/p>\n\n\t

The recipient also gains a +4 enhancement bonus to its natural armor.<\/p><\/p>Reference: Spell Compendium 45<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Melee weapon touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"_You intone your deity's name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow._\n\nYou imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.\n\nIf the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell's effects are suppressed counts against the spell's duration.","short_description":"_You intone your deity's name and the weapon you touch hums a harmonic response before it lights up w...","material_components":"0","name":"Checkmate's Light","level":"Cleric 3 \/ Paladin 2","full_text":"

Checkmate's Light<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Paladin 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You intone your deity's name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow.<\/em><\/p>\n\n\t

You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.<\/p>\n\n\t

If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell's effects are suppressed counts against the spell's duration.<\/p><\/p>Reference: Spell Compendium 46<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_A pale ray erupts from your pointing finger, and a moaning sound fills the air as it streaks toward your target._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4th, 3d10 at caster level 7th, and 4d10 at caster level 10th.","short_description":"_A pale ray erupts from your pointing finger, and a moaning sound fills the air as it streaks toward ...","material_components":"0","name":"Chill of the Grave","level":"","full_text":"

Chill of the Grave<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A pale ray erupts from your pointing finger, and a moaning sound fills the air as it streaks toward your target.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4th, 3d10 at caster level 7th, and 4d10 at caster level 10th.<\/p><\/p>Reference: Spell Compendium 46<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 minute","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"_You dance to each point of the compass rose, then finish the spell in a wide, circular sweep. At the end, you know that the creature you seek lies in the direction you face._\n\nYou divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.\n\nIf the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, wounded, unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.","short_description":"_You dance to each point of the compass rose, then finish the spell in a wide, circular sweep.","material_components":"0","name":"Circle Dance","level":"Bard 2 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Circle Dance<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr><\/table>

\t

You dance to each point of the compass rose, then finish the spell in a wide, circular sweep. At the end, you know that the creature you seek lies in the direction you face.<\/em><\/p>\n\n\t

You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.<\/p>\n\n\t

If the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, wounded, unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.<\/p><\/p>Reference: Spell Compendium 46<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_A nimbus of silver rays surrounds the warrior's head as you touch him and invoke the spell's holy power. His thoughts grow clearer, and he is better able to see through the mind-warping effects of spells._\n\nYou grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of _clarity of mind_ attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.","short_description":"_A nimbus of silver rays surrounds the warrior's head as you touch him and invoke the spell's holy po...","material_components":"0","name":"Clarity of Mind","level":"","full_text":"

Clarity of Mind<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

A nimbus of silver rays surrounds the warrior's head as you touch him and invoke the spell's holy power. His thoughts grow clearer, and he is better able to see through the mind-warping effects of spells.<\/em><\/p>\n\n\t

You grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of clarity of mind<\/em> attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.<\/p><\/p>Reference: Spell Compendium 46<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"_Howling a curse at your enemies, pain explodes in your hands as they suddenly sport long claws. Almost instantly the pain fades. Too bad your foes won't be able to say the same._\n\nWhen you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls.\n\nYour claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks--you simply have two claw attacks at your normal attack bonus.","short_description":"_Howling a curse at your enemies, pain explodes in your hands as they suddenly sport long claws.","material_components":"0","name":"Claws of the Bear","level":"Druid 1 \/ Ranger 1","full_text":"

Claws of the Bear<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

Howling a curse at your enemies, pain explodes in your hands as they suddenly sport long claws. Almost instantly the pain fades. Too bad your foes won't be able to say the same.<\/em><\/p>\n\n\t

When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls.<\/p>\n\n\t

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.<\/p><\/p>Reference: Spell Compendium 47<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes; see text","description":"_You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness._\n\nWhen you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a _slow_:spells\/players-handbook-v35--6\/slow--2873\/ spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not _slowed_, and it cannot be _slowed_ by this casting of _claws of darkness_.\n\nYou can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action.\n\nWhen the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.","short_description":"_You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change s...","material_components":"0","name":"Claws of Darkness","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Claws of Darkness<\/h5><\/p>
Illusion (Shadow)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes; see text<\/td><\/tr><\/table>

\t

You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.<\/em><\/p>\n\n\t

When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow<\/em><\/a> spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not slowed<\/em>, and it cannot be slowed<\/em> by this casting of claws of darkness<\/em>.<\/p>\n\n\t

You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action.<\/p>\n\n\t

When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.<\/p><\/p>Reference: Spell Compendium 47<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"_A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties \nfade away._\n\nYou gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.","short_description":"_A silver glow sheathes your body as you complete the spell.","material_components":"0","name":"Clear Mind","level":"Paladin 1","full_text":"

Clear Mind<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Paladin 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr><\/table>

\t

_A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties
fade away._<\/p>\n\n\t

You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.<\/p><\/p>Reference: Spell Compendium 47<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You brush the target with your finger, and she now perceives handholds and toeholds where others see smooth stone._\n\nThe subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with _spider climb_:spells\/players-handbook-v35--6\/spider-climb--2877\/, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.\n\n_Material Component:_ A drop of tree sap or equally sticky material.","short_description":"_You brush the target with your finger, and she now perceives handholds and toeholds where others see...","material_components":"0","name":"Climb Walls","level":"Druid 1 \/ Ranger 1","full_text":"

Climb Walls<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You brush the target with your finger, and she now perceives handholds and toeholds where others see smooth stone.<\/em><\/p>\n\n\t

The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with spider climb<\/em><\/a>, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.<\/p>\n\n\t

Material Component:<\/em> A drop of tree sap or equally sticky material.<\/p><\/p>Reference: Spell Compendium 47<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius emanation centered on you","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery._\n\nAll allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).","short_description":"_Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your alli...","material_components":"0","name":"Cloak of Bravery","level":"Cleric 3 \/ Paladin 2","full_text":"

Cloak of Bravery<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Paladin 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>60 ft.<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.<\/em><\/p>\n\n\t

All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).<\/p><\/p>Reference: Spell Compendium 47<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"1 mile; see text","target":"","effect":"","area":"1-mile-radius emanation centered on you","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell functions like cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don't have line of sight to you are unaffected.","short_description":"This spell functions like cloak of bravery, except all allies within the emanation (including you) ar...","material_components":"0","name":"Cloak of Bravery, Greater","level":"","full_text":"

Cloak of Bravery, Greater<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>1 mile; see text<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

This spell functions like cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don't have line of sight to you are unaffected.<\/p><\/p>Reference: Spell Compendium 48<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_A dim gray haze appears around the creature. Light bends around this haze, leaving the creature in a patch of strange and shifting darkness._\n\n_Cloak of dark power_ creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of _cloak of dark power_.\n\nThe subject also gains a +4 resistance bonus on saves against light:spells\/descriptors\/light\/ or darkness:spells\/descriptors\/darkness\/ spells or effects.","short_description":"_A dim gray haze appears around the creature.","material_components":"0","name":"Cloak of Dark Power","level":"","full_text":"

Cloak of Dark Power<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

A dim gray haze appears around the creature. Light bends around this haze, leaving the creature in a patch of strange and shifting darkness.<\/em><\/p>\n\n\t

Cloak of dark power<\/em> creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power<\/em>.<\/p>\n\n\t

The subject also gains a +4 resistance bonus on saves against light<\/a> or darkness<\/a> spells or effects.<\/p><\/p>Reference: Spell Compendium 48<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_A blue-green glow surrounds your hand as you complete the spell. With a touch you release it into your intended target, which then turns the same shade of blue-green._\n\nWhile underwater, the subject functions as if affected by _blur_:spells\/players-handbook-v35--6\/blur--2664\/ (_PH_ 206), _freedom of movement_:spells\/players-handbook-v35--6\/freedom-of-movement--2322\/ (_PH_ 233), and _water breathing_:spells\/players-handbook-v35--6\/water-breathing--2893\/ (_PH_ 300),and doesn't take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.","short_description":"_A blue-green glow surrounds your hand as you complete the spell.","material_components":"0","name":"Cloak of the Sea","level":"Druid 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Cloak of the Sea<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 5 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

A blue-green glow surrounds your hand as you complete the spell. With a touch you release it into your intended target, which then turns the same shade of blue-green.<\/em><\/p>\n\n\t

While underwater, the subject functions as if affected by blur<\/em><\/a> (PH<\/em> 206), freedom of movement<\/em><\/a> (PH<\/em> 233), and water breathing<\/em><\/a> (PH<\/em> 300),and doesn't take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.<\/p><\/p>Reference: Spell Compendium 48<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One color pool","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless, object)","spell_resistance":"No","description":"_A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astral Plane._\n\nThis spell causes a color pool on the Astral Plane (_DMG_ 154)--an irregular patch of color containing a portal to another plane--to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. _See invisibility_: spells\/players-handbook-v35--6\/see-invisibility--2514\/or _true seeing_:spells\/players-handbook-v35--6\/true-seeing--2520\/ reveals the presence of the pool, as does _analyze portal_:spells\/spell-compendium--86\/analyze-portal--3826\/.","short_description":"_A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astra...","material_components":"0","name":"Cloak Pool","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Cloak Pool<\/h5><\/p>
Illusion (Glamer)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astral Plane.<\/em><\/p>\n\n\t

This spell causes a color pool on the Astral Plane (DMG<\/em> 154)—an irregular patch of color containing a portal to another plane—to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. "See invisibility<\/em>": spells\/players-handbook-v35—6\/see-invisibility—2514\/or true seeing<\/em><\/a> reveals the presence of the pool, as does analyze portal<\/em><\/a>.<\/p><\/p>Reference: Spell Compendium 48<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft. cube","duration":"1 round\/level","saving_throw":"Fortitude negates; see text","spell_resistance":"No","description":"_As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air._\n\nThis spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.\n\nThe cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.\n\n_Material Component:_ A rotten egg.","short_description":"_As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious...","material_components":"0","name":"Cloud of Bewilderment","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Cloud of Bewilderment<\/h5><\/p>
Conjuration<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air.<\/em><\/p>\n\n\t

This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.<\/p>\n\n\t

The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.<\/p>\n\n\t

Material Component:<\/em> A rotten egg.<\/p><\/p>Reference: Spell Compendium 48<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_As you touch the subject, mist forms crude wings that cling to his back._\n\nThis spell increases the subject's fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.","short_description":"_As you touch the subject, mist forms crude wings that cling to his back.","material_components":"0","name":"Cloud Wings","level":"Druid 2","full_text":"

Cloud Wings<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

As you touch the subject, mist forms crude wings that cling to his back.<\/em><\/p>\n\n\t

This spell increases the subject's fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.<\/p><\/p>Reference: Spell Compendium 49<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"100-ft.-radius emanation","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"_Clouds whirl into existence and, with a peal of thunder, let loose a drenching downpour._\n\nYou cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a --4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a --4 penalty. Fire damage in this spell's area is reduced by 1 point per die of damage.\n\nThis spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 \nminutes. The water created with this spell does not slake thirst or provide any nourishment to plants.","short_description":"_Clouds whirl into existence and, with a peal of thunder, let loose a drenching downpour.","material_components":"0","name":"Cloudburst","level":"Druid 1","full_text":"

Cloudburst<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Clouds whirl into existence and, with a peal of thunder, let loose a drenching downpour.<\/em><\/p>\n\n\t

You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a —4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a —4 penalty. Fire damage in this spell's area is reduced by 1 point per die of damage.<\/p>\n\n\t

This spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10
minutes. The water created with this spell does not slake thirst or provide any nourishment to plants.<\/p><\/p>Reference: Spell Compendium 49<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature\/level","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Reflex negates (harmless)","spell_resistance":"Yes (harmless)","description":"_With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds._\n\nEach subject of the spell can move with a fly speed of 60 feet (perfect maneuverability), but only outdoors. To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once--an act that can have significant consequences for subjects already in the air.","short_description":"_With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing the...","material_components":"0","name":"Cloudwalkers","level":"Druid 7","full_text":"

Cloudwalkers<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds.<\/em><\/p>\n\n\t

Each subject of the spell can move with a fly speed of 60 feet (perfect maneuverability), but only outdoors. To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once—an act that can have significant consequences for subjects already in the air.<\/p><\/p>Reference: Spell Compendium 49<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid","effect":"","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe's heart from afar, anticipating the moment its smoking remains will rest in your palm._\n\nMagical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.","short_description":"_Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe's heart from afar,...","material_components":"0","name":"Clutch of Orcus","level":"Cleric 3","full_text":"

Clutch of Orcus<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Concentration, up to 1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe's heart from afar, anticipating the moment its smoking remains will rest in your palm.<\/em><\/p>\n\n\t

Magical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.<\/p><\/p>Reference: Spell Compendium 49<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corpse","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_The silkworm cocoon disappears from your palm, and silk threads coalesce from thin air around your target, quickly wrapping about the body until it is fully encased._\n\nWhen cast upon a deceased creature (whose death can be no less recent than 1 round per caster level), this spell preserves the body and begins a slow process of rebirth. If the corpse is _raised_:spells\/players-handbook-v35--6\/raise-dead--2424\/, \n_resurrected_:spells\/players-handbook-v35--6\/resurrection--2433\/, or _reincarnated_:spells\/players-handbook-v35--6\/reincarnate--2862\/ at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells.\n\nAt the conclusion of the week, if the subject has not been returned to life, the creature is automatically _reincarnated_:spells\/players-handbook-v35--6\/reincarnate--2862\/, as the spell, with no loss of level or Constitution.\n\n_Material Component:_ A silkworm cocoon.\n\n_XP Cost:_ 250 XP","short_description":"_The silkworm cocoon disappears from your palm, and silk threads coalesce from thin air around your t...","material_components":"0","name":"Cocoon","level":"Druid 8","full_text":"

Cocoon<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Druid 8<\/td><\/tr>
Components:<\/b><\/td>V, S, M, XP<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The silkworm cocoon disappears from your palm, and silk threads coalesce from thin air around your target, quickly wrapping about the body until it is fully encased.<\/em><\/p>\n\n\t

When cast upon a deceased creature (whose death can be no less recent than 1 round per caster level), this spell preserves the body and begins a slow process of rebirth. If the corpse is raised<\/em><\/a>,
resurrected<\/em><\/a>, or reincarnated<\/em><\/a> at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells.<\/p>\n\n\t

At the conclusion of the week, if the subject has not been returned to life, the creature is automatically reincarnated<\/em><\/a>, as the spell, with no loss of level or Constitution.<\/p>\n\n\t

Material Component:<\/em> A silkworm cocoon.<\/p>\n\n\t

XP Cost:<\/em> 250 XP<\/p><\/p>Reference: Spell Compendium 49<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One fire source (up to a 20-ft. cube) or one creature; see text","effect":"","area":"","duration":"1 minute\/level (D) (fire source) or Instantaneous (creature)","saving_throw":"No (fire source) or Fortitude half (creature)","spell_resistance":"No (fire source) or Yes (creature)","description":"_As you complete the spell you widen your eyes slightly at the fire you wish to affect. Its flames instantly turn a blue-white. The air between you and the fire feels much colder._\n\nYou are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a _wall of fire_:spells\/players-handbook-v35--6\/wall-of-fire--2658\/, provided the affected fire is small enough. _Cold fire_ flames burn blue and white for the duration of the spell.\n\nIf the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6) \nto the creature, but has no further effect.","short_description":"_As you complete the spell you widen your eyes slightly at the fire you wish to affect.","material_components":"0","name":"Cold Fire","level":"Cleric 1 \/ Druid 1","full_text":"

Cold Fire<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Druid 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D) (fire source) or Instantaneous (creature)<\/td><\/tr>
Saving Throw:<\/b><\/td>No (fire source) or Fortitude half (creature)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No (fire source) or Yes (creature)<\/td><\/tr><\/table>

\t

As you complete the spell you widen your eyes slightly at the fire you wish to affect. Its flames instantly turn a blue-white. The air between you and the fire feels much colder.<\/em><\/p>\n\n\t

You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire<\/em><\/a>, provided the affected fire is small enough. Cold fire<\/em> flames burn blue and white for the duration of the spell.<\/p>\n\n\t

If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6)
to the creature, but has no further effect.<\/p><\/p>Reference: Spell Compendium 50<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 minute","range":"1 mile","target":"","effect":"","area":"1-mile-radius circle centered on you","duration":"2d4 hours","saving_throw":"None","spell_resistance":"No","description":"_As you call upon divine power to fuel your spell, you feel the air around you become chilled. The drop in temperature creates a thin fog that exacerbates the cold in the air without hindering your vision or movement whatsoever._\n\nThis spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of --20 degrees Fahrenheit (see Cold Dangers, DMG 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.","short_description":"_As you call upon divine power to fuel your spell, you feel the air around you become chilled.","material_components":"0","name":"Cold Snap","level":"Cleric 6 \/ Druid 5","full_text":"

Cold Snap<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 6 \/ Druid 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>1 mile<\/td><\/tr>
Duration:<\/b><\/td>2d4 hours<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As you call upon divine power to fuel your spell, you feel the air around you become chilled. The drop in temperature creates a thin fog that exacerbates the cold in the air without hindering your vision or movement whatsoever.<\/em><\/p>\n\n\t

This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of —20 degrees Fahrenheit (see Cold Dangers, DMG<\/span> 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.<\/p><\/p>Reference: Spell Compendium 50<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Touched creature or combustible object that weighs no more than 25 lb.\/level","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Reflex partial","spell_resistance":"Yes","description":"_You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames._\n\nThis spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.\n\nIf the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (_DMG_ 303).\n\nIf the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.\n\n_Material Component:_ A drop of oil and a piece of flint.","short_description":"_You rub the oil against the flint and murmur the ancient words, touching your target.","material_components":"0","name":"Combust","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Combust<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames.<\/em><\/p>\n\n\t

This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.<\/p>\n\n\t

If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG<\/em> 303).<\/p>\n\n\t

If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.<\/p>\n\n\t

Material Component:<\/em> A drop of oil and a piece of flint.<\/p><\/p>Reference: Spell Compendium 50<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"400-pound ball of rock and ice","area":"5-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"_You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom._\n\nYou conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down.\n\nThe comet breaks apart on impact, filling the 10-foot-square area with dense rubble (_DMG_ 90).\n\nYou must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.","short_description":"_You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the gr...","material_components":"0","name":"Cometfall","level":"Druid 6 \/ Cleric 6","full_text":"

Cometfall<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Druid 6 \/ Cleric 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>400-pound ball of rock and ice<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom.<\/em><\/p>\n\n\t

You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down.<\/p>\n\n\t

The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG<\/em> 90).<\/p>\n\n\t

You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.<\/p><\/p>Reference: Spell Compendium 50<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"1 round\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"_Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world. Your arm shakes with barely contained power, causing a translucent gray cone to burst forth from your outstretched hand._\n\nCreatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects. A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.","short_description":"_Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world....","material_components":"0","name":"Cone of Dimness","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Cone of Dimness<\/h5><\/p>
Illusion (Phantasm)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>60 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world. Your arm shakes with barely contained power, causing a translucent gray cone to burst forth from your outstretched hand.<\/em><\/p>\n\n\t

Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects. A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.<\/p><\/p>Reference: Spell Compendium 50<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power._\n\nAll creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell's duration expires.\n\nAdditionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.)\n\nCreatures that fall to --1 hit points or lower in the area after the spell is cast are likewise subject to its effect.\n\nNo creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.","short_description":"_Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes fro...","material_components":"0","name":"Consumptive Field","level":"Cleric 4","full_text":"

Consumptive Field<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power.<\/em><\/p>\n\n\t

All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell's duration expires.<\/p>\n\n\t

Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.)<\/p>\n\n\t

Creatures that fall to —1 hit points or lower in the area after the spell is cast are likewise subject to its effect.<\/p>\n\n\t

No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.<\/p><\/p>Reference: Spell Compendium 51<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"30-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions like _consumptive field_:spells\/spell-compendium--86\/consumptive-field--4042\/, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.","short_description":"This spell functions like _consumptive field_:spells\/spell-compendium--86\/consumptive-field--4042\/, e...","material_components":"0","name":"Consumptive Field, Greater","level":"Cleric 7","full_text":"

Consumptive Field, Greater<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 7<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like consumptive field<\/em><\/a>, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.<\/p><\/p>Reference: Spell Compendium 51<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_Forcing a hacking cough, you complete the spell. In the area you've designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough._\n\nThis spell functions like _contagion_:spells\/players-handbook-v35--6\/contagion--2721\/ (_PH_ 213), but all creatures within the area are infected.","short_description":"_Forcing a hacking cough, you complete the spell.","material_components":"0","name":"Contagion, Mass","level":"Cleric 5 \/ Druid 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Contagion, Mass<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 5 \/ Druid 5 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Forcing a hacking cough, you complete the spell. In the area you've designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough.<\/em><\/p>\n\n\t

This spell functions like contagion<\/em><\/a> (PH<\/em> 213), but all creatures within the area are infected.<\/p><\/p>Reference: Spell Compendium 51<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"","description":"_Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being around your foes._\n\nThis spell functions like _fog cloud_:spells\/players-handbook-v35--6\/fog-cloud--2393\/ (_PH_ 232), except as noted here. Each round that a creature is within the fog, it must make a Fortitude save or contract a disease equivalent to the shakes (_DMG_ 292), which strikes immediately (no incubation period). A creature afflicted with this disease takes 1d8 points of Dexterity damage immediately, and each day that the disease persists, it must make a DC 13 Fortitude save or take another 1d8 points of Dexterity damage.\n\nThe fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud's new spread each round based on its new center, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks. _Contagious fog_ cannot penetrate liquids, nor can it be cast underwater.\n\n_Material Component:_ A used handkerchief.","short_description":"_Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being ar...","material_components":"0","name":"Contagious Fog","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Contagious Fog<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr><\/table>

\t

Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being around your foes.<\/em><\/p>\n\n\t

This spell functions like fog cloud<\/em><\/a> (PH<\/em> 232), except as noted here. Each round that a creature is within the fog, it must make a Fortitude save or contract a disease equivalent to the shakes (DMG<\/em> 292), which strikes immediately (no incubation period). A creature afflicted with this disease takes 1d8 points of Dexterity damage immediately, and each day that the disease persists, it must make a DC 13 Fortitude save or take another 1d8 points of Dexterity damage.<\/p>\n\n\t

The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud's new spread each round based on its new center, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks. Contagious fog<\/em> cannot penetrate liquids, nor can it be cast underwater.<\/p>\n\n\t

Material Component:<\/em> A used handkerchief.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_Holding out your hand like it's dead, you croak out magic words and imbue your limb with a terrible disease._\n\nUpon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (_DMG_ 292). Any living creature you hit with a melee touch attack during the spell's duration is affected as though by the _contagion_:spells\/players-handbook-v35--6\/contagion--2721\/ spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.","short_description":"_Holding out your hand like it's dead, you croak out magic words and imbue your limb with a terrible ...","material_components":"0","name":"Contagious Touch","level":"Druid 4","full_text":"

Contagious Touch<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Druid 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Holding out your hand like it's dead, you croak out magic words and imbue your limb with a terrible disease.<\/em><\/p>\n\n\t

Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG<\/em> 292). Any living creature you hit with a melee touch attack during the spell's duration is affected as though by the contagion<\/em><\/a> spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"","target":"","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"_As you finish chanting the words, a pearlescent film covers your body before fading into your skin, a pale rainbow of colors offering their protection against potential damage to come._\n\nThis spell functions similarly to _contingency_:spells\/players-handbook-v35--6\/contingency--2597\/ (_PH_ 213), but with a more limited scope. While _contingent energy resistance_ is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell's duration, just as if you were under the effect of a _resist energy_:spells\/players-handbook-v35--6\/resist-energy--2357\/ spell of the appropriate type.\n\nOnce the energy type protected against by a particular casting of this spell is determined, it can't be changed. You can't have more than one _contingent energy resistance_ in effect on yourself at the same time--if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.\n\nThe energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the _resist energy_:spells\/players-handbook-v35--6\/resist-energy--2357\/ spell). However, it is possible to be simultaneously under the effect of _resist energy (fire)_:spells\/players-handbook-v35--6\/resist-energy--2357\/ and _contingent energy resistance (electricity)_, or any other two such spells that protect against different types of energy.\n\n_Material Component:_ An oyster shell.","short_description":"_As you finish chanting the words, a pearlescent film covers your body before fading into your skin, ...","material_components":"0","name":"Contingent Energy Resistance","level":"Cleric 4 \/ Druid 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"

Contingent Energy Resistance<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ Druid 4 \/ Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level (D)<\/td><\/tr><\/table>

\t

As you finish chanting the words, a pearlescent film covers your body before fading into your skin, a pale rainbow of colors offering their protection against potential damage to come.<\/em><\/p>\n\n\t

This spell functions similarly to contingency<\/em><\/a> (PH<\/em> 213), but with a more limited scope. While contingent energy resistance<\/em> is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell's duration, just as if you were under the effect of a resist energy<\/em><\/a> spell of the appropriate type.<\/p>\n\n\t

Once the energy type protected against by a particular casting of this spell is determined, it can't be changed. You can't have more than one contingent energy resistance<\/em> in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.<\/p>\n\n\t

The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy<\/em><\/a> spell). However, it is possible to be simultaneously under the effect of resist energy (fire)<\/em><\/a> and contingent energy resistance (electricity)<\/em>, or any other two such spells that protect against different types of energy.<\/p>\n\n\t

Material Component:<\/em> An oyster shell.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve._\n\nThis spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).\n\n_Material Component:_ A small parchment with a bit of holy text written upon it.","short_description":"_You hold the holy passage in your hand and touch your ally, intoning the spell.","material_components":"0","name":"Conviction","level":"Cleric 1","full_text":"

Conviction<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve.<\/em><\/p>\n\n\t

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).<\/p>\n\n\t

Material Component:<\/em> A small parchment with a bit of holy text written upon it.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Allies in a 20-ft.-radius burst","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light._\n\nThis spell functions like _conviction_:spells\/spell-compendium--86\/conviction--4048\/, except that it affects multiple allies at a distance.","short_description":"_You hold the holy passage aloft and invoke the power of its words.","material_components":"0","name":"Conviction, Mass","level":"Cleric 3","full_text":"

Conviction, Mass<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light.<\/em><\/p>\n\n\t

This spell functions like conviction<\/em><\/a>, except that it affects multiple allies at a distance.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air._\n\nYou are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10.\n\nStarting in the round you cast the spell, _corona of cold_ also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a --2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional _corona of cold_ spells.","short_description":"_As you complete the spell you feel your extremities turn ice cold, numb, and sluggish.","material_components":"0","name":"Corona of Cold","level":"Cleric 3 \/ Druid 3","full_text":"

Corona of Cold<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Druid 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air.<\/em><\/p>\n\n\t

You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10.<\/p>\n\n\t

Starting in the round you cast the spell, corona of cold<\/em> also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a —2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold<\/em> spells.<\/p><\/p>Reference: Spell Compendium 52<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_You brush your fingers against the enemy, and immediately his bones begin to soften until he flows down into a flesh-colored puddle._\n\nYour touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect.\n\nEach round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim's Wisdom is reduced to 0, it falls unconscious.","short_description":"_You brush your fingers against the enemy, and immediately his bones begin to soften until he flows d...","material_components":"0","name":"Corporeal Instability","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Corporeal Instability<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You brush your fingers against the enemy, and immediately his bones begin to soften until he flows down into a flesh-colored puddle.<\/em><\/p>\n\n\t

Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect.<\/p>\n\n\t

Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim's Wisdom is reduced to 0, it falls unconscious.<\/p><\/p>Reference: Spell Compendium 53<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ghostly hand and candle","area":"","duration":"1 minute\/level (D); see text","saving_throw":"None","spell_resistance":"No","description":"_You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the flesh dissolves into nothingness. Nearby, in the place of your choosing, a severed hand appears bearing a lit candle._\n\nThe ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can move the hand at the beginning of your turn as you desire--forward or back, up or down, straight or around corners--up to 50 feet per round. Directing the candle is a free action. The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance.\n\nThe hand cannot be attacked or damaged, though _dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/ and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell's range.\n\n_Material Component:_ A piece of a corpse untreated by any kind of preservative.","short_description":"_You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the f...","material_components":"0","name":"Corpse Candle","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Corpse Candle<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ghostly hand and candle<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D); see text<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the flesh dissolves into nothingness. Nearby, in the place of your choosing, a severed hand appears bearing a lit candle.<\/em><\/p>\n\n\t

The ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can move the hand at the beginning of your turn as you desire—forward or back, up or down, straight or around corners—up to 50 feet per round. Directing the candle is a free action. The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance.<\/p>\n\n\t

The hand cannot be attacked or damaged, though dispel magic<\/em><\/a> and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell's range.<\/p>\n\n\t

Material Component:<\/em> A piece of a corpse untreated by any kind of preservative.<\/p><\/p>Reference: Spell Compendium 53<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creatures touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_Your hand glistens and smokes from a viscous coating of acid. It does not harm you, but your opponents are less fortunate._\n\nA touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal this damage as extra damage with an unarmed strike or an attack with a natural weapon. If you grapple an opponent, you can deal this damage in addition to other damage you deal with a successful grapple check.","short_description":"_Your hand glistens and smokes from a viscous coating of acid.","material_components":"0","name":"Corrosive Grasp","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Corrosive Grasp<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your hand glistens and smokes from a viscous coating of acid. It does not harm you, but your opponents are less fortunate.<\/em><\/p>\n\n\t

A touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal this damage as extra damage with an unarmed strike or an attack with a natural weapon. If you grapple an opponent, you can deal this damage in addition to other damage you deal with a successful grapple check.<\/p><\/p>Reference: Spell Compendium 53<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.- radius burst","duration":"Instantaneous","saving_throw":"Will partial","spell_resistance":"Yes","description":"_With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area._\n\nThis spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead.\n\nSightless creatures are unaffected by this spell.\n\nFocus: An eye from any outsider that has 4 or more Hit Dice.","short_description":"_With outstretched hand, you gesture toward the area where the spell will come into effect.","material_components":"0","name":"Radiant Assault","level":"Sorcerer 7 \/ Wizard 7 \/ Cleric 7","full_text":"

Radiant Assault<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7 \/ Cleric 7<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area.<\/em><\/p>\n\n\t

This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead.<\/p>\n\n\t

Sightless creatures are unaffected by this spell.<\/p>\n\n\t

Focus: An eye from any outsider that has 4 or more Hit Dice.<\/p><\/p>Reference: Spell Compendium 164<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius spread","duration":"1 minute","saving_throw":"None","spell_resistance":"No","description":"_Hot, burning passion fills your soul as you complete the spell. You release the passionate energy into the chosen area, causing fires there to flare with their own elemental desire to burn._\n\nThis spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright. The illumination radii of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round). Fire that leaves the area remains affected by the spell.\n\nFire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour.\n\nMagical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die.\n\nRaging flame counters or dispels the effect of _slow burn_:spells\/spell-compendium--86\/slow-burn--4180\/ (page 192).","short_description":"_Hot, burning passion fills your soul as you complete the spell.","material_components":"0","name":"Raging Flame","level":"Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Raging Flame<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Hot, burning passion fills your soul as you complete the spell. You release the passionate energy into the chosen area, causing fires there to flare with their own elemental desire to burn.<\/em><\/p>\n\n\t

This spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright. The illumination radii of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round). Fire that leaves the area remains affected by the spell.<\/p>\n\n\t

Fire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour.<\/p>\n\n\t

Magical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die.<\/p>\n\n\t

Raging flame counters or dispels the effect of slow burn<\/em><\/a> (page 192).<\/p><\/p>Reference: Spell Compendium 164<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_You fire a ray of swirling, multihued light drawn from radiant energies. The light's hues wind together but remain independent._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.\n\n|_. 1d8 |_. Color |_. Damage Type |\n| 1 | red | fire |\n| 2 | orange | acid |\n| 3 | yellow | electricity |\n| 4 | green | poison |\n| 5 | blue | cold |\n| 6 | indigo | sonic |\n| 7 | violet | force |\n| 8 | multihued | roll twice (ignore further results of 8) |\n\nFocus: A small clear gem or crystal prism worth at least 10 gp.","short_description":"_You fire a ray of swirling, multihued light drawn from radiant energies.","material_components":"0","name":"Rainbow Beam","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Rainbow Beam<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You fire a ray of swirling, multihued light drawn from radiant energies. The light's hues wind together but remain independent.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.<\/p>\n\n\t\n\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t
1d8 <\/th>\n\t\t\tColor <\/th>\n\t\t\tDamage Type <\/th>\n\t\t<\/tr>\n\t\t
1 <\/td>\n\t\t\t red <\/td>\n\t\t\t fire <\/td>\n\t\t<\/tr>\n\t\t
2 <\/td>\n\t\t\t orange <\/td>\n\t\t\t acid <\/td>\n\t\t<\/tr>\n\t\t
3 <\/td>\n\t\t\t yellow <\/td>\n\t\t\t electricity <\/td>\n\t\t<\/tr>\n\t\t
4 <\/td>\n\t\t\t green <\/td>\n\t\t\t poison <\/td>\n\t\t<\/tr>\n\t\t
5 <\/td>\n\t\t\t blue <\/td>\n\t\t\t cold <\/td>\n\t\t<\/tr>\n\t\t
6 <\/td>\n\t\t\t indigo <\/td>\n\t\t\t sonic <\/td>\n\t\t<\/tr>\n\t\t
7 <\/td>\n\t\t\t violet <\/td>\n\t\t\t force <\/td>\n\t\t<\/tr>\n\t\t
8 <\/td>\n\t\t\t multihued <\/td>\n\t\t\t roll twice (ignore further results of 8) <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t

Focus: A small clear gem or crystal prism worth at least 10 gp.<\/p><\/p>Reference: Spell Compendium 165<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"120 ft.","target":"","effect":"","area":"120-ft. line","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"_From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles and screams._\n\nThis spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage -- one die for each of the five energy types.\n\nFocus: A small clear gem or crystal prism worth at least 50 gp.","short_description":"_From your splayed fingers shoots a beam of mixed energy and multihued lights.","material_components":"0","name":"Rainbow Blast","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Rainbow Blast<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>120 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles and screams.<\/em><\/p>\n\n\t

This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage — one die for each of the five energy types.<\/p>\n\n\t

Focus: A small clear gem or crystal prism worth at least 50 gp.<\/p><\/p>Reference: Spell Compendium 165<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 minute","range":"Long (400 ft. + 40 ft.\/level)","target":"One creature or object","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates (object)","spell_resistance":"Yes (object)","description":"_Water roils and foams as the shipwreck rises to the surface. Floating now effortlessly, it bobs up and down, never sinking more than an inch._\n\nThe subject of this spell gains magical buoyancy and floats on the surface of the water for the duration of the spell, despite its weight or normal buoyancy. It cannot swim below the surface of the water. Creatures that must breathe water can still do so. If the subject is underwater at the time this spell is cast, it rises toward the surface at a speed of 150 feet. The magic of the spell prevents the subject from taking damage from the speed of the ascent.\n\nThis spell is particularly effective at raising sunken ships from the deep. If you know the exact details of the shipwreck (its appearance, its name, the date of its creation, its history, and the circumstances of its sinking), the vertical distance between you and the subject is not a factor. When cast to raise a shipwreck, the spell brings up all surviving fragments of the ship, along with any loose objects that are in contact with the ship or enclosed inside it. The ship and its fragments remain on the surface of the ocean until the spell's duration ends, at which point the ship sinks again if it has not been repaired. (Multiple consecutive castings of the spell might be needed to keep the ship afloat long enough to be fully repaired.)","short_description":"_Water roils and foams as the shipwreck rises to the surface.","material_components":"0","name":"Raise From The Deep","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Raise From The Deep<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

Water roils and foams as the shipwreck rises to the surface. Floating now effortlessly, it bobs up and down, never sinking more than an inch.<\/em><\/p>\n\n\t

The subject of this spell gains magical buoyancy and floats on the surface of the water for the duration of the spell, despite its weight or normal buoyancy. It cannot swim below the surface of the water. Creatures that must breathe water can still do so. If the subject is underwater at the time this spell is cast, it rises toward the surface at a speed of 150 feet. The magic of the spell prevents the subject from taking damage from the speed of the ascent.<\/p>\n\n\t

This spell is particularly effective at raising sunken ships from the deep. If you know the exact details of the shipwreck (its appearance, its name, the date of its creation, its history, and the circumstances of its sinking), the vertical distance between you and the subject is not a factor. When cast to raise a shipwreck, the spell brings up all surviving fragments of the ship, along with any loose objects that are in contact with the ship or enclosed inside it. The ship and its fragments remain on the surface of the ocean until the spell's duration ends, at which point the ship sinks again if it has not been repaired. (Multiple consecutive castings of the spell might be needed to keep the ship afloat long enough to be fully repaired.)<\/p><\/p>Reference: Spell Compendium 165<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"_You complete the casting, and your hands tingle. Ridged, hornlike ripples appear over your knuckles, nails, and the backs of your hands._\n\nYou gain a +2 enhancement bonus to Strength, and your unarmed attacks deal lethal instead of nonlethal damage. You are considered armed. The spell has no other effect; you can cast spells and manipulate objects normally.","short_description":"_You complete the casting, and your hands tingle.","material_components":"0","name":"Ram's Might","level":"Druid 1 \/ Ranger 1","full_text":"

Ram's Might<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr><\/table>

\t

You complete the casting, and your hands tingle. Ridged, hornlike ripples appear over your knuckles, nails, and the backs of your hands.<\/em><\/p>\n\n\t

You gain a +2 enhancement bonus to Strength, and your unarmed attacks deal lethal instead of nonlethal damage. You are considered armed. The spell has no other effect; you can cast spells and manipulate objects normally.<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Splaying your fingers like a mole's forepaws completes the spell. With your touch, the target's digging appendages increase in size and sharpness._\n\nThis spell increases the touched creature's burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.","short_description":"_Splaying your fingers like a mole's forepaws completes the spell.","material_components":"0","name":"Rapid Burrowing","level":"Druid 1 \/ Ranger 1","full_text":"

Rapid Burrowing<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Splaying your fingers like a mole's forepaws completes the spell. With your touch, the target's digging appendages increase in size and sharpness.<\/em><\/p>\n\n\t

This spell increases the touched creature's burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"_A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its target, though it takes only an eyeblink to do so._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject's muscles and joints, making it more difficult for the subject to move. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).","short_description":"_A crackling ray leaps from your outstretched hand.","material_components":"0","name":"Ray of Clumsiness","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Ray of Clumsiness<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its target, though it takes only an eyeblink to do so.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject's muscles and joints, making it more difficult for the subject to move. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One construct","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_A copper-red ray bursts from your outstretched hand. The sound of grinding gears and breaking metal accompanies the ray's flight._\n\nThis ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of damage per caster level to the subject (maximum 15d6).","short_description":"_A copper-red ray bursts from your outstretched hand.","material_components":"0","name":"Ray of Deanimation","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Ray of Deanimation<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A copper-red ray bursts from your outstretched hand. The sound of grinding gears and breaking metal accompanies the ray's flight.<\/em><\/p>\n\n\t

This ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of damage per caster level to the subject (maximum 15d6).<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"_As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the field._\n\nFor the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.\n\nFocus: A glass prism.","short_description":"_As the spell is cast, a brief shimmering field appears around you.","material_components":"0","name":"Ray Deflection","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"

Ray Deflection<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the field.<\/em><\/p>\n\n\t

For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.<\/p>\n\n\t

Focus: A glass prism.<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"_You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew._\n\nYou strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full-round action).\n\nFocus: A small top.","short_description":"_You release a drab violet ray from your palm.","material_components":"0","name":"Ray of Dizziness","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Ray of Dizziness<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew.<\/em><\/p>\n\n\t

You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full-round action).<\/p>\n\n\t

Focus: A small top.<\/p><\/p>Reference: Spell Compendium 166<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"_You release a crackling black ray. The smell of decay fills the air._\n\nWhen you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a -4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.","short_description":"_You release a crackling black ray.","material_components":"0","name":"Ray of Entropy","level":"Sorcerer 6 \/ Wizard 6","full_text":"

Ray of Entropy<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You release a crackling black ray. The smell of decay fills the air.<\/em><\/p>\n\n\t

When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a -4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.<\/p><\/p>Reference: Spell Compendium 167<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"_A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray's path._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG 303).\n\nFocus: A small, polished glass lens.","short_description":"_A burning ray shoots out at the target from your upturned palm.","material_components":"0","name":"Ray of Flame","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Ray of Flame<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray's path.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save; see Catching on Fire, DMG<\/span> 303).<\/p>\n\n\t

Focus: A small, polished glass lens.<\/p><\/p>Reference: Spell Compendium 167<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"_A cyan ray beams from your fingertips. You shudder with cold as the ray leaves your hand._\n\nYou launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels (maximum 5d6). The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.\n\nMaterial Component: Ice or a vial of melted mountain snow.","short_description":"_A cyan ray beams from your fingertips.","material_components":"0","name":"Ray of Ice","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Ray of Ice<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A cyan ray beams from your fingertips. You shudder with cold as the ray leaves your hand.<\/em><\/p>\n\n\t

You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels (maximum 5d6). The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a -2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.<\/p>\n\n\t

Material Component: Ice or a vial of melted mountain snow.<\/p><\/p>Reference: Spell Compendium 167<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_Your palm emits a ray of light. The ray gives off a soft, continuous glow._\n\nYou direct a short ray at the eyes of a target. You must succeed on a ranged touch attack with the ray to strike a target. With a successful ranged touch attack, the subject is blinded for 1d4 rounds.","short_description":"_Your palm emits a ray of light.","material_components":"0","name":"Ray of Light","level":"Bard 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Ray of Light<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your palm emits a ray of light. The ray gives off a soft, continuous glow.<\/em><\/p>\n\n\t

You direct a short ray at the eyes of a target. You must succeed on a ranged touch attack with the ray to strike a target. With a successful ranged touch attack, the subject is blinded for 1d4 rounds.<\/p><\/p>Reference: Spell Compendium 167<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"_Holding your outstretched hand palm down, you fire a sickly green ray. Your hand feels cold and clammy for a few seconds after the ray flies forth._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. If your ranged touch attack hits, the subject becomes sickened.","short_description":"_Holding your outstretched hand palm down, you fire a sickly green ray.","material_components":"0","name":"Ray of Sickness","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Ray of Sickness<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Holding your outstretched hand palm down, you fire a sickly green ray. Your hand feels cold and clammy for a few seconds after the ray flies forth.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. If your ranged touch attack hits, the subject becomes sickened.<\/p><\/p>Reference: Spell Compendium 167<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"_A dark ray flies forth from your hand. The air fills with the smell of blood._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a -2 penalty on attack rolls. Its speed is reduced by 10 feet.","short_description":"_A dark ray flies forth from your hand.","material_components":"0","name":"Ray of Weakness","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Ray of Weakness<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A dark ray flies forth from your hand. The air fills with the smell of blood.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a -2 penalty on attack rolls. Its speed is reduced by 10 feet.<\/p><\/p>Reference: Spell Compendium 168<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"_You speak the words of this spell and your claws shine with lustrous yellow radiance, growing more slender and sharper as you watch._\n\nChoose one of your natural weapons that deals slashing or piercing damage (such as a bite or a single claw). That natural weapon's threat range doubles (in most cases, becoming 19--20). The effect of this spell does not stack with any other effects that increase a weapon's threat range.","short_description":"_You speak the words of this spell and your claws shine with lustrous yellow radiance, growing more s...","material_components":"0","name":"Razorfangs","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Razorfangs<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

You speak the words of this spell and your claws shine with lustrous yellow radiance, growing more slender and sharper as you watch.<\/em><\/p>\n\n\t

Choose one of your natural weapons that deals slashing or piercing damage (such as a bite or a single claw). That natural weapon's threat range doubles (in most cases, becoming 19—20). The effect of this spell does not stack with any other effects that increase a weapon's threat range.<\/p><\/p>Reference: Spell Compendium 168<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point; see text","duration":"1 round","saving_throw":"Will negates, Reflex negates; see text","spell_resistance":"Yes","description":"_A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality._\n\nYou tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.\n\nReality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell's point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.\n\nThe rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell's point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom.\n\nIndividuals who succeed on either saving throw can move and attack as normal.\n\nA reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.\n\nMaterial Component: A golden hoop no less than 1 inch across.","short_description":"_A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens.","material_components":"0","name":"Reality Maelstrom","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Reality Maelstrom<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates, Reflex negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality.<\/em><\/p>\n\n\t

You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.<\/p>\n\n\t

Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell's point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.<\/p>\n\n\t

The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell's point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom.<\/p>\n\n\t

Individuals who succeed on either saving throw can move and attack as normal.<\/p>\n\n\t

A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.<\/p>\n\n\t

Material Component: A golden hoop no less than 1 inch across.<\/p><\/p>Reference: Spell Compendium 168<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One spellcaster, creature, or object; or 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"_Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you the spirits of ancient mages as you prepare to absorb the spell energies you have targeted. Your body shakes uncontrollably, as if eagerly anticipating the power behind those spells._\n\nThis spell functions like _dispel magic_:spells\/players-handbook-v35--6\/dispel-magic--2315\/ (PH 223), except that your caster level for your dispel check is a maximum of +20 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself. When making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object. \n\nEach spell you dispel with a targeted dispel can be reaved if you so desire, and the spell's effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration. Once you reave the spell, you identify it if you haven't done so already (see below). If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell's effect as if you had cast it yourself.\n\nYou can still attempt to reave a spell you didn't identify with your Spellcraft check, but doing so can be risky if you don't know the specifics of the spell's effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.\n\nIf you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whatever targets or area you wish (including the original caster, if appropriate). Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effect, range, and area you don't know. If the redirected spell's correct casting conditions aren't met (because you guess at an improper target or range, for example), the spell fails.\n\nReaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.","short_description":"_Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you...","material_components":"0","name":"Reaving Dispel","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Reaving Dispel<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you the spirits of ancient mages as you prepare to absorb the spell energies you have targeted. Your body shakes uncontrollably, as if eagerly anticipating the power behind those spells.<\/em><\/p>\n\n\t

This spell functions like dispel magic<\/em><\/a> (PH 223), except that your caster level for your dispel check is a maximum of +20 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself. When making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object. <\/p>\n\n\t

Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell's effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration. Once you reave the spell, you identify it if you haven't done so already (see below). If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell's effect as if you had cast it yourself.<\/p>\n\n\t

You can still attempt to reave a spell you didn't identify with your Spellcraft check, but doing so can be risky if you don't know the specifics of the spell's effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.<\/p>\n\n\t

If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whatever targets or area you wish (including the original caster, if appropriate). Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effect, range, and area you don't know. If the redirected spell's correct casting conditions aren't met (because you guess at an improper target or range, for example), the spell fails.<\/p>\n\n\t

Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.<\/p><\/p>Reference: Spell Compendium 169<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to your foe._\n\nWhen the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.\n\nFocus: A stick at least 1 foot long.","short_description":"_You rap the switch in your hand and then sharply against your thigh, finishing the final gesture tha...","material_components":"0","name":"Rebuke","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Rebuke<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to your foe.<\/em><\/p>\n\n\t

When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.<\/p>\n\n\t

Focus: A stick at least 1 foot long.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will partial","spell_resistance":"Yes","description":"_You jab the stick into your side and twist it, causing yourself some discomfort but creating a killing pain in the target._\n\nThis spell functions like _rebuke_:spells\/spell-compendium--86\/rebuke--4074\/, except that the target dies instantly if it fails its saving throw. A creature that survives this effect is dazed for 1 round.","short_description":"_You jab the stick into your side and twist it, causing yourself some discomfort but creating a killi...","material_components":"0","name":"Rebuke, Final","level":"Sorcerer 7 \/ Wizard 7","full_text":"

Rebuke, Final<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 7 \/ Wizard 7<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You jab the stick into your side and twist it, causing yourself some discomfort but creating a killing pain in the target.<\/em><\/p>\n\n\t

This spell functions like rebuke<\/em><\/a>, except that the target dies instantly if it fails its saving throw. A creature that survives this effect is dazed for 1 round.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions like _rebuke_:spells\/spell-compendium--86\/rebuke--4074\/, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round.","short_description":"This spell functions like _rebuke_:spells\/spell-compendium--86\/rebuke--4074\/, except that the subject...","material_components":"0","name":"Rebuke, Greater","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Rebuke, Greater<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

This spell functions like rebuke<\/em><\/a>, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 swift action","range":"Personal","target":"Your breath weapon","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_You expel your breath weapon, and it is filled with dancing white sparks that swarm around your foes and freeze them with fear._\n\nFor this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as _dragon breath_:spells\/spell-compendium--86\/dragon-breath--3967\/. When you successfully cast this spell, you imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it cower as if in awe for 1 round.","short_description":"_You expel your breath weapon, and it is filled with dancing white sparks that swarm around your foes...","material_components":"0","name":"Rebuking Breath","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Rebuking Breath<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>S<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

\t

You expel your breath weapon, and it is filled with dancing white sparks that swarm around your foes and freeze them with fear.<\/em><\/p>\n\n\t

For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath<\/em><\/a>. When you successfully cast this spell, you imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it cower as if in awe for 1 round.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half, then Fortitude negates; see text","spell_resistance":"No","description":"_You finger the tiny loop of wire in your hands as you complete the spell. You manipulate the magical aura of the target, creating a damaging feedback reaction, and the target explodes with white sparks._\n\nThe subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds.\n\nOnly spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can't be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can't be used to deal reciprocal damage, but targeted spell effects can be.\n\nMaterial Component: A tiny closed loop of copper wire.","short_description":"_You finger the tiny loop of wire in your hands as you complete the spell.","material_components":"0","name":"Reciprocal Gyre","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Reciprocal Gyre<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will half, then Fortitude negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You finger the tiny loop of wire in your hands as you complete the spell. You manipulate the magical aura of the target, creating a damaging feedback reaction, and the target explodes with white sparks.<\/em><\/p>\n\n\t

The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds.<\/p>\n\n\t

Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can't be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can't be used to deal reciprocal damage, but targeted spell effects can be.<\/p>\n\n\t

Material Component: A tiny closed loop of copper wire.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius burst","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"_As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in the area._\n\nAll creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.\n\nA creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.\n\nCreatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.\n\nThe tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.","short_description":"_As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in...","material_components":"0","name":"Red Tide","level":"Druid 8","full_text":"

Red Tide<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 8<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

As you complete the spell, a surging, frothing wave of thick, red seawater washes over everything in the area.<\/em><\/p>\n\n\t

All creatures in the area of a red tide spell are immediately knocked prone and must make a Fortitude saving throw.<\/p>\n\n\t

A creature that makes its Fortitude save against a red tide is sickened for 1 minute. A creature that fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of Strength damage. After 1 minute, the nausea ends but the creature must make a second Fortitude saving throw or take an additional 2d6 points of Strength damage. Creatures that are immune to poison are immune to these effects of a red tide.<\/p>\n\n\t

Creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6), or half with a successful Reflex save.<\/p>\n\n\t

The tainted water evoked by this spell vanishes almost immediately, and any objects or creatures in the area do not emerge wet.<\/p><\/p>Reference: Spell Compendium 170<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_The creature shrinks rapidly before your eyes._\n\nThis spell functions like _reduce person_:spells\/players-handbook-v35--6\/reduce-person--2860\/ (PH 269), except as noted above.","short_description":"_The creature shrinks rapidly before your eyes.","material_components":"0","name":"Reduce Person, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Reduce Person, Greater<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The creature shrinks rapidly before your eyes.<\/em><\/p>\n\n\t

This spell functions like reduce person<\/em><\/a> (PH 269), except as noted above.<\/p><\/p>Reference: Spell Compendium 171<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"_You invoke the spell and, to your eyes, you are covered with a glittering net of sparks and spangles. To the eyes of the drow in the underground marketplace, you look like just another dark elf._\n\nA reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment.\n\nA creature that interacts with the glamer, beyond simply viewing it, gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range.","short_description":"_You invoke the spell and, to your eyes, you are covered with a glittering net of sparks and spangles...","material_components":"0","name":"Reflective Disguise","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Reflective Disguise<\/h5><\/p>
Illusion (Glamer)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr><\/table>

\t

You invoke the spell and, to your eyes, you are covered with a glittering net of sparks and spangles. To the eyes of the drow in the underground marketplace, you look like just another dark elf.<\/em><\/p>\n\n\t

A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment.<\/p>\n\n\t

A creature that interacts with the glamer, beyond simply viewing it, gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range.<\/p><\/p>Reference: Spell Compendium 171<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/2 levels, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"12 hours (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"_You cast the spell, and your allies all suddenly appear to be members of the same orc tribe you plan to infiltrate._\n\nThis spell functions like _reflective disguise_:spells\/spell-compendium--86\/reflective-disguise--4081\/, except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain.\n\nAn unwilling target can negate the spell's effect on itself by making a successful Will save or with spell resistance.","short_description":"_You cast the spell, and your allies all suddenly appear to be members of the same orc tribe you plan...","material_components":"0","name":"Reflective Disguise, Mass","level":"Bard 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Reflective Disguise, Mass<\/h5><\/p>
Illusion (Glamer)<\/td><\/tr>
Level:<\/b><\/td>Bard 5 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>12 hours (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You cast the spell, and your allies all suddenly appear to be members of the same orc tribe you plan to infiltrate.<\/em><\/p>\n\n\t

This spell functions like reflective disguise<\/em><\/a>, except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain.<\/p>\n\n\t

An unwilling target can negate the spell's effect on itself by making a successful Will save or with spell resistance.<\/p><\/p>Reference: Spell Compendium 171<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Invisible ward that occupies two 10-ft. squares\/level (S)","duration":"1 hour\/level","saving_throw":"Will negates, see text","spell_resistance":"Yes","description":"_A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand. You can see for just an instant a glowing grid that defines the protected area of your spell._\n\nYou create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn't yet depleted his 5th level spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.\n\nCreatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return.\n\nCreatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.\n\nMaterial Component: A pinch of dust from a wizard's tomb.","short_description":"_A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from...","material_components":"0","name":"Refusal","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Refusal<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates, see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand. You can see for just an instant a glowing grid that defines the protected area of your spell.<\/em><\/p>\n\n\t

You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn't yet depleted his 5th level spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.<\/p>\n\n\t

Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return.<\/p>\n\n\t

Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.<\/p>\n\n\t

Material Component: A pinch of dust from a wizard's tomb.<\/p><\/p>Reference: Spell Compendium 171<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One mount\/level","area":"","duration":"2 hours\/level (D)","saving_throw":"None","spell_resistance":"No","description":"_You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely adorned mounts appears._\n\nThis spell functions like _mount_:spells\/players-handbook-v35--6\/mount--2412\/ (PH 256), except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.","short_description":"_You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely ado...","material_components":"0","name":"Regal Procession","level":"Paladin 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Regal Procession<\/h5><\/p>
Conjuration (Summoning)<\/td><\/tr>
Level:<\/b><\/td>Paladin 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>One mount\/level<\/td><\/tr>
Duration:<\/b><\/td>2 hours\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely adorned mounts appears.<\/em><\/p>\n\n\t

This spell functions like mount<\/em><\/a> (PH 256), except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.<\/p><\/p>Reference: Spell Compendium 172<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_With a stern word of disallowance, you cast the spell. A barely perceptible hum sounds in the direction you indicate._\n\nA creature in the area must succeed on a Fortitude saving throw or be pushed away from you to a distance of 5 feet per caster level. If the creature is pushed into a wall or similarly solid surface, it takes 1d6 points of damage for every 10 feet it was moved.\n\nMovement forced by this spell can take the creature beyond the spell's range.","short_description":"_With a stern word of disallowance, you cast the spell.","material_components":"0","name":"Rejection","level":"Cleric 6","full_text":"

Rejection<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 6<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>60 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With a stern word of disallowance, you cast the spell. A barely perceptible hum sounds in the direction you indicate.<\/em><\/p>\n\n\t

A creature in the area must succeed on a Fortitude saving throw or be pushed away from you to a distance of 5 feet per caster level. If the creature is pushed into a wall or similarly solid surface, it takes 1d6 points of damage for every 10 feet it was moved.<\/p>\n\n\t

Movement forced by this spell can take the creature beyond the spell's range.<\/p><\/p>Reference: Spell Compendium 172<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Willing creature touched","effect":"","area":"","duration":"2 rounds","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You pass your hand over the body of your friend, drawing a cocoon of glowing yellow-green energy about him._\n\nWhen you cast the spell, the rejuvenation cocoon forms around the subject. One round after the cocoon forms, it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely.\n\nThe cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon. The subject can't move from the space it is in while cocooned, however.\n\nThe cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends.\n\nMaterial Component: A cocoon of a butterfly.","short_description":"_You pass your hand over the body of your friend, drawing a cocoon of glowing yellow-green energy abo...","material_components":"0","name":"Rejuvenation Cocoon","level":"Druid 5","full_text":"

Rejuvenation Cocoon<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Druid 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>2 rounds<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You pass your hand over the body of your friend, drawing a cocoon of glowing yellow-green energy about him.<\/em><\/p>\n\n\t

When you cast the spell, the rejuvenation cocoon forms around the subject. One round after the cocoon forms, it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely.<\/p>\n\n\t

The cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon. The subject can't move from the space it is in while cocooned, however.<\/p>\n\n\t

The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends.<\/p>\n\n\t

Material Component: A cocoon of a butterfly.<\/p><\/p>Reference: Spell Compendium 172<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 minute","range":"Touch","target":"One humanoid creature that died within the past week","effect":"","area":"","duration":"24 hours or until discharged; see text","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"_Hunger gnaws at your innards as you complete the spell. Your hands glow with black crackling energy, which discharges into the corpse you touch. For a moment, the corpse glows with a similar blackness before fading._\n\nYou charge a dead body with negative energy, giving it the ability to heal an undead creature that dines upon its flesh. The corpse remains charged with this energy for up to 24 hours. If an undead creature eats a full meal of the corpse's flesh within this time (a humanlike undead creature, such as a ghoul, generally taking 10 minutes), the undead gains fast healing 1 upon completing its feast, which lasts for the next 5 minutes. This effect does not stack with any fast healing the undead has from other sources. This spell does not allow the undead to regrow or attach lost body parts. Eating the flesh discharges the spell from the corpse.\n\nYou can cast this spell multiple times on a corpse, allowing more than one undead to benefit from eating it, though a single undead gorging itself on multiple meals does not gain any extra benefit while the first meal is in effect (the fast healing does not stack). A typical Medium corpse is usually enough for ten such meals, a Small corpse five, Tiny two, and Diminutive one.\n\nA living creature that eats a charged corpse must succeed on a Fortitude saving throw or immediately contract filth fever (DMG 292; no incubation time). Creatures that are neither alive nor undead and eat the charged corpse are unaffected.","short_description":"_Hunger gnaws at your innards as you complete the spell.","material_components":"0","name":"Rejuvenative Corpse","level":"Cleric 3","full_text":"

Rejuvenative Corpse<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>24 hours or until discharged; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

Hunger gnaws at your innards as you complete the spell. Your hands glow with black crackling energy, which discharges into the corpse you touch. For a moment, the corpse glows with a similar blackness before fading.<\/em><\/p>\n\n\t

You charge a dead body with negative energy, giving it the ability to heal an undead creature that dines upon its flesh. The corpse remains charged with this energy for up to 24 hours. If an undead creature eats a full meal of the corpse's flesh within this time (a humanlike undead creature, such as a ghoul, generally taking 10 minutes), the undead gains fast healing 1 upon completing its feast, which lasts for the next 5 minutes. This effect does not stack with any fast healing the undead has from other sources. This spell does not allow the undead to regrow or attach lost body parts. Eating the flesh discharges the spell from the corpse.<\/p>\n\n\t

You can cast this spell multiple times on a corpse, allowing more than one undead to benefit from eating it, though a single undead gorging itself on multiple "meals" does not gain any extra benefit while the first meal is in effect (the fast healing does not stack). A typical Medium corpse is usually enough for ten such meals, a Small corpse five, Tiny two, and Diminutive one.<\/p>\n\n\t

A living creature that eats a charged corpse must succeed on a Fortitude saving throw or immediately contract filth fever (DMG<\/span> 292; no incubation time). Creatures that are neither alive nor undead and eat the charged corpse are unaffected.<\/p><\/p>Reference: Spell Compendium 172<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing._\n\nThis spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.\n\nMaterial Component: A pinch of unscented candle wax.","short_description":"_With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.","material_components":"0","name":"Remove Scent","level":"Bard 1 \/ Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Remove Scent<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing.<\/em><\/p>\n\n\t

This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.<\/p>\n\n\t

Material Component: A pinch of unscented candle wax.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"Willing living creature touched","effect":"","area":"","duration":"Permanent until triggered","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tattoolike mark of your deity's holy symbol on his skin._\n\nThis spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a _panacea_:spells\/spell-compendium--86\/panacea--4118\/ spell (page 152) at a caster level equal to that of the caster of the _renewal pact_.\n\nA creature can be subject to only one _renewal pact_ at a time. Casting _renewal pact_ on a subject who already has an untriggered _renewal pact_ voids the earlier pact.\n\nMaterial Component: A topaz worth at least 500 gp.","short_description":"_Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tatt...","material_components":"0","name":"Renewal Pact","level":"Cleric 7","full_text":"

Renewal Pact<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Cleric 7<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Permanent until triggered<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Calling upon your deity to aid your ally, you bind a protective spell to your friend, leaving a tattoolike mark of your deity's holy symbol on his skin.<\/em><\/p>\n\n\t

This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a panacea<\/em><\/a> spell (page 152) at a caster level equal to that of the caster of the renewal pact<\/em>.<\/p>\n\n\t

A creature can be subject to only one renewal pact<\/em> at a time. Casting renewal pact<\/em> on a subject who already has an untriggered renewal pact<\/em> voids the earlier pact.<\/p>\n\n\t

Material Component: A topaz worth at least 500 gp.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Construct touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch._\n\nWhen laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).","short_description":"_As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over t...","material_components":"0","name":"Repair Light Damage","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Repair Light Damage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch.<\/em><\/p>\n\n\t

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions._\n\nThis spell functions like _repair light damage_:spells\/spell-compendium--86\/repair-light-damage--4090\/, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).","short_description":"_The smell of grease and the distant echo of clanking gears greet your senses as you complete this sp...","material_components":"0","name":"Repair Critical Damage","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Repair Critical Damage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions.<\/em><\/p>\n\n\t

This spell functions like repair light damage<\/em><\/a>, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct's surface._\n\nThis spell functions like _repair light damage_:spells\/spell-compendium--86\/repair-light-damage--4090\/, except that you repair 1 point of damage to a construct.","short_description":"_As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct's surf...","material_components":"0","name":"Repair Minor Damage","level":"Sorcerer 0 \/ Wizard 0","full_text":"

Repair Minor Damage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 0 \/ Wizard 0<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct's surface.<\/em><\/p>\n\n\t

This spell functions like repair light damage<\/em><\/a>, except that you repair 1 point of damage to a construct.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_Your touch eliminates the wear and tear from the construct's body._\n\nThis spell functions like _repair light damage_:spells\/spell-compendium--86\/repair-light-damage--4090\/, except that you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.","short_description":"_Your touch eliminates the wear and tear from the construct's body.","material_components":"0","name":"Repair Moderate Damage","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Repair Moderate Damage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Your touch eliminates the wear and tear from the construct's body.<\/em><\/p>\n\n\t

This spell functions like repair light damage<\/em><\/a>, except that you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One construct","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_With a touch, you mold the battered construct's form to be more like it was on its day of creation._\n\nThis spell functions like _repair light damage_:spells\/spell-compendium--86\/repair-light-damage--4090\/, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.","short_description":"_With a touch, you mold the battered construct's form to be more like it was on its day of creation.","material_components":"0","name":"Repair Serious Damage","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Repair Serious Damage<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

With a touch, you mold the battered construct's form to be more like it was on its day of creation.<\/em><\/p>\n\n\t

This spell functions like repair light damage<\/em><\/a>, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round; see text","range":"See text","target":"","effect":"One spell or spell-like ability","area":"","duration":"See text","saving_throw":"See text","spell_resistance":"See text","description":"_The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, Can you do that? You smile and reply, I can now._\n\nYou duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a _wish_:spells\/players-handbook-v35--6\/wish--2902\/ spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same.\n\nA duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.","short_description":"_The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertip...","material_components":"0","name":"Replicate Casting","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Replicate Casting<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 9 \/ Wizard 9<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round; see text<\/td><\/tr>
Range:<\/b><\/td>See text<\/td><\/tr>
Effect:<\/b><\/td>One spell or spell-like ability<\/td><\/tr>
Duration:<\/b><\/td>See text<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>See text<\/td><\/tr><\/table>

\t

The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, "Can you do that?" You smile and reply, "I can now."<\/em><\/p>\n\n\t

You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish<\/em><\/a> spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same.<\/p>\n\n\t

A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.<\/p><\/p>Reference: Spell Compendium 173<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence._\n\nThis spell functions like _resist energy_:spells\/players-handbook-v35--6\/resist-energy--2357\/ (PH 272), except that it affects all targeted creatures.","short_description":"_You call upon the protective energies of magical power, surrounding your subjects in temporarily vis...","material_components":"0","name":"Resist Energy, Mass","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"

Resist Energy, Mass<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence.<\/em><\/p>\n\n\t

This spell functions like resist energy<\/em><\/a> (PH 272), except that it affects all targeted creatures.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift._\n\nThis abjuration grants a creature limited protection from a plane's alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell's duration lasts.","short_description":"_You can tell that your target feels the oppression of the plane around you, the rank evil of the pla...","material_components":"0","name":"Resist Planar Alignment","level":"Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Resist Planar Alignment<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Druid 1 \/ Paladin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift.<\/em><\/p>\n\n\t

This abjuration grants a creature limited protection from a plane's alignment traits (DMG<\/span> 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell's duration lasts.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Just as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being._\n\nThis spell functions like _resistance_:spells\/players-handbook-v35--6\/resistance--2358\/ (PH 272), except as noted here. You grant the subject a +3 resistance bonus on saves.","short_description":"_Just as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being...","material_components":"0","name":"Resistance, Greater","level":"Bard 4 \/ Cleric 4 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"

Resistance, Greater<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Cleric 4 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>24 hours<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Just as you touch the spell's subject, a feeling of peace and watchful guardianship fills your being.<\/em><\/p>\n\n\t

This spell functions like resistance<\/em><\/a> (PH 272), except as noted here. You grant the subject a +3 resistance bonus on saves.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears._\n\nThis spell functions like _resistance_:spells\/players-handbook-v35--6\/resistance--2358\/ (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves.","short_description":"_As you finish casting the spell, you feel imbued with the feeling that something greater than yourse...","material_components":"0","name":"Resistance, Superior","level":"Bard 6 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Resistance, Superior<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Cleric 6 \/ Druid 6 \/ Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>24 hours<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears.<\/em><\/p>\n\n\t

This spell functions like resistance<\/em><\/a> (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft. line","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"_Your quick movements and rapid utterances release the spell's energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand._\n\nThe bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.","short_description":"_Your quick movements and rapid utterances release the spell's energy, culminating in a final cry tha...","material_components":"0","name":"Resonating Bolt","level":"Bard 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Resonating Bolt<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 4 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>60 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your quick movements and rapid utterances release the spell's energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand.<\/em><\/p>\n\n\t

The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits; otherwise, it stops.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Hurling diamond dust into the air, you call out to your deity, and a sparkling aura briefly surrounds those you wish to heal._\n\nThis spell functions like _restoration_:spells\/players-handbook-v35--6\/restoration--2430\/ (PH 272), except as noted above.","short_description":"_Hurling diamond dust into the air, you call out to your deity, and a sparkling aura briefly surround...","material_components":"0","name":"Restoration, Mass","level":"Cleric 7","full_text":"

Restoration, Mass<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Cleric 7<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Hurling diamond dust into the air, you call out to your deity, and a sparkling aura briefly surrounds those you wish to heal.<\/em><\/p>\n\n\t

This spell functions like restoration<\/em><\/a> (PH 272), except as noted above.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a second chance._\n\nThe subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell- ike ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability.\n\nIf a spell, spell-like ability, or supernatural ability doesn't allow a save (such as power word stun), then resurgence won't help the subject recover.","short_description":"_By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a s...","material_components":"0","name":"Resurgence","level":"Blackguard 1 \/ Cleric 1 \/ Paladin 1","full_text":"

Resurgence<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Blackguard 1 \/ Cleric 1 \/ Paladin 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

By laying hands on your ally and saying a brief prayer, you convince a higher power to grant him a second chance.<\/em><\/p>\n\n\t

The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell- ike ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability.<\/p>\n\n\t

If a spell, spell-like ability, or supernatural ability doesn't allow a save (such as power word stun), then resurgence won't help the subject recover.<\/p><\/p>Reference: Spell Compendium 174<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Throwing out your hand and calling upon your deity for favor, you give your allies a chance to free themselves of the baleful magic._\n\nThis spell functions like _resurgence_:spells\/spell-compendium--86\/resurgence--4102\/, except as noted here. The spell grants a second save attempt against a single spell or ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).","short_description":"_Throwing out your hand and calling upon your deity for favor, you give your allies a chance to free ...","material_components":"0","name":"Resurgence, Mass","level":"Blackguard 3 \/ Cleric 3 \/ Paladin 3","full_text":"

Resurgence, Mass<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Blackguard 3 \/ Cleric 3 \/ Paladin 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Throwing out your hand and calling upon your deity for favor, you give your allies a chance to free themselves of the baleful magic.<\/em><\/p>\n\n\t

This spell functions like resurgence<\/em><\/a>, except as noted here. The spell grants a second save attempt against a single spell or ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 round","range":"Touch","target":"One recently dead creature","effect":"","area":"","duration":"5 rounds","saving_throw":"None","spell_resistance":"No","description":"_You touch the body and intone a lament, calling out to the living memory of the creature. Tendrils of mystical energy sparkle around the creature's lips, and it begins to speak._\n\nYou cause a creature that has been dead for up to three days to reveal information about events that led up to its death. The corpse speaks tersely in its native language, using no more than a dozen words or so in a round. In the first round, it describes the last thing it saw. In the second, it describes its dying wish. In the third, it describes the attack that killed it. In the fourth, it tells who killed it. In the fifth, it tells why it believes it was killed.","short_description":"_You touch the body and intone a lament, calling out to the living memory of the creature.","material_components":"0","name":"Reveille","level":"Bard 2","full_text":"

Reveille<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Bard 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>5 rounds<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You touch the body and intone a lament, calling out to the living memory of the creature. Tendrils of mystical energy sparkle around the creature's lips, and it begins to speak.<\/em><\/p>\n\n\t

You cause a creature that has been dead for up to three days to reveal information about events that led up to its death. The corpse speaks tersely in its native language, using no more than a dozen words or so in a round. In the first round, it describes the last thing it saw. In the second, it describes its dying wish. In the third, it describes the attack that killed it. In the fourth, it tells who killed it. In the fifth, it tells why it believes it was killed.<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Dead ally touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"_You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight._\n\nThis spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead.\n\nThe subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her.","short_description":"_You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring...","material_components":"0","name":"Revenance","level":"Bard 6 \/ Blackguard 4 \/ Cleric 4 \/ Paladin 4","full_text":"

Revenance<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Bard 6 \/ Blackguard 4 \/ Cleric 4 \/ Paladin 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight.<\/em><\/p>\n\n\t

This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead.<\/p>\n\n\t

The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her.<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"","spell_resistance":"","description":"_As you clasp the shell in one hand and the ball of sap in the other, a silver radiance flecked with blue lines surrounds you. You pocket the items, but the radiance remains._\n\nThis spell functions like _protection from arrows_:spells\/players-handbook-v35--6\/protection-from-arrows--2345\/ (PH 266), except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by your damage reduction (10\/magic), the projectile is turned back upon the creature that fired it. The attacker's attack roll is used to determine if the reversed projectile strikes the attacker, but the damage is rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to bounce between both individuals until one of the spells is discharged from accumulated damage.\n\nOnce this spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.\n\nFocus: A piece of shell from a tortoise and a ball of tree sap.","short_description":"_As you clasp the shell in one hand and the ball of sap in the other, a silver radiance flecked with ...","material_components":"0","name":"Reverse Arrows","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Reverse Arrows<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level or until discharged<\/td><\/tr><\/table>

\t

As you clasp the shell in one hand and the ball of sap in the other, a silver radiance flecked with blue lines surrounds you. You pocket the items, but the radiance remains.<\/em><\/p>\n\n\t

This spell functions like protection from arrows<\/em><\/a> (PH 266), except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by your damage reduction (10\/magic), the projectile is turned back upon the creature that fired it. The attacker's attack roll is used to determine if the reversed projectile strikes the attacker, but the damage is rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to bounce between both individuals until one of the spells is discharged from accumulated damage.<\/p>\n\n\t

Once this spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.<\/p>\n\n\t

Focus: A piece of shell from a tortoise and a ball of tree sap.<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Dead outsider touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"_Sprinkling the components of its home plane over the body of the outsider, you chant and pass around the corpse three times. With the final words of the spell, the outsider's eyes open, alive once more._\n\nYou restore life to a dead outsider, as with the _raise dead_:spells\/players-handbook-v35--6\/raise-dead--2424\/ spell (PH 268). You can restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature can have been dead for any length of time.\n\nMaterial Components: A bit of soil, water, or other unworked, natural material from the outsider's native plane, and a diamond worth at least 5,000 gp.","short_description":"_Sprinkling the components of its home plane over the body of the outsider, you chant and pass around...","material_components":"0","name":"Revive Outsider","level":"Cleric 6","full_text":"

Revive Outsider<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Cleric 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Sprinkling the components of its home plane over the body of the outsider, you chant and pass around the corpse three times. With the final words of the spell, the outsider's eyes open, alive once more.<\/em><\/p>\n\n\t

You restore life to a dead outsider, as with the raise dead<\/em><\/a> spell (PH 268). You can restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature can have been dead for any length of time.<\/p>\n\n\t

Material Components: A bit of soil, water, or other unworked, natural material from the outsider's native plane, and a diamond worth at least 5,000 gp.<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Destroyed undead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_Touching the corpse of the creature, you whisper to its departed spirit, calling it back--but not to life._\n\nYour restore animation to an undead creature destroyed by hit point loss (even a zombie or skeleton, which can't normally be reanimated once destroyed). You can revive a destroyed undead creature that has been inactive for up to one day per caster level. In addition, the subject's animating spirit must be free and willing to return. If the subject's animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.\n\nRevive undead restores hit points to the subject up to a total of 1 hit point per Hit Die. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature's equipment or possessions are affected in any way by this spell.\n\nAn undead that has been destroyed by a turning effect can't be revived by this spell.\n\nThe subject of the spell loses one level or Hit Die (if it doesn't have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\n\nMaterial Component: A black pearl worth at least 5,000 gp.","short_description":"_Touching the corpse of the creature, you whisper to its departed spirit, calling it back--but not to...","material_components":"0","name":"Revive Undead","level":"Sorcerer 6 \/ Wizard 6","full_text":"

Revive Undead<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Touching the corpse of the creature, you whisper to its departed spirit, calling it back—but not to life.<\/em><\/p>\n\n\t

Your restore animation to an undead creature destroyed by hit point loss (even a zombie or skeleton, which can't normally be reanimated once destroyed). You can revive a destroyed undead creature that has been inactive for up to one day per caster level. In addition, the subject's animating spirit must be free and willing to return. If the subject's animating spirit is not willing to return, the spell does not work; therefore, subjects that want to revive receive no saving throw.<\/p>\n\n\t

Revive undead restores hit points to the subject up to a total of 1 hit point per Hit Die. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature's equipment or possessions are affected in any way by this spell.<\/p>\n\n\t

An undead that has been destroyed by a turning effect can't be revived by this spell.<\/p>\n\n\t

The subject of the spell loses one level or Hit Die (if it doesn't have a character class level, it loses a HD) when it is revived. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.<\/p>\n\n\t

Material Component: A black pearl worth at least 5,000 gp.<\/p><\/p>Reference: Spell Compendium 175<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Dead creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None; see text","spell_resistance":"Yes (harmless)","description":"_The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form._\n\nRevivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like _raise dead_:spells\/players-handbook-v35--6\/raise-dead--2424\/ (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).\n\nMaterial Component: Diamonds worth at least 1,000 gp.","short_description":"_The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap aroun...","material_components":"0","name":"Revivify","level":"Cleric 5","full_text":"

Revivify<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Cleric 5<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.<\/em><\/p>\n\n\t

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead<\/em><\/a> (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).<\/p>\n\n\t

Material Component: Diamonds worth at least 1,000 gp.<\/p><\/p>Reference: Spell Compendium 176<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_A violent fury consumes you. You seek nothing more than to charge at your enemies and bash in their heads._\n\nThis spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.","short_description":"_A violent fury consumes you.","material_components":"0","name":"Rhino's Rush","level":"Paladin 1 \/ Ranger 1","full_text":"

Rhino's Rush<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Paladin 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr><\/table>

\t

A violent fury consumes you. You seek nothing more than to charge at your enemies and bash in their heads.<\/em><\/p>\n\n\t

This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.<\/p><\/p>Reference: Spell Compendium 176<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"_You invoke the powers of good and law, and in response to your pleas, you glow with the golden radiance of the sun._\n\nYou are bathed in an unearthly glow for the duration of the spell, as if a _daylight_:spells\/players-handbook-v35--6\/daylight--2601\/ spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma.\n\nIf you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.","short_description":"_You invoke the powers of good and law, and in response to your pleas, you glow with the golden radia...","material_components":"0","name":"Righteous Aura","level":"Paladin 4","full_text":"

Righteous Aura<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Paladin 4<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr><\/table>

\t

You invoke the powers of good and law, and in response to your pleas, you glow with the golden radiance of the sun.<\/em><\/p>\n\n\t

You are bathed in an unearthly glow for the duration of the spell, as if a daylight<\/em><\/a> spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma.<\/p>\n\n\t

If you die, your body is converted into an explosive blast of energy in a 20-foot-radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.<\/p><\/p>Reference: Spell Compendium 177<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"_You pull a holy aura about you that glows a golden red._\n\nSummoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.","short_description":"_You pull a holy aura about you that glows a golden red.","material_components":"0","name":"Righteous Fury","level":"Paladin 3","full_text":"

Righteous Fury<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Paladin 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr><\/table>

\t

You pull a holy aura about you that glows a golden red.<\/em><\/p>\n\n\t

Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.<\/p><\/p>Reference: Spell Compendium 177<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"_As you twirl the small dagger in your hand, it slowly fades from existence and is replaced by dozens of larger blades swirling about you in a horizontal ring._\n\nThis spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.\n\nSpell resistance does not apply to the damage dealt, but a creature's damage reduction does apply. The blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction.\n\nMaterial Component: A small dagger.","short_description":"_As you twirl the small dagger in your hand, it slowly fades from existence and is replaced by dozens...","material_components":"0","name":"Ring of Blades","level":"Cleric 3","full_text":"

Ring of Blades<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr><\/table>

\t

As you twirl the small dagger in your hand, it slowly fades from existence and is replaced by dozens of larger blades swirling about you in a horizontal ring.<\/em><\/p>\n\n\t

This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.<\/p>\n\n\t

Spell resistance does not apply to the damage dealt, but a creature's damage reduction does apply. The blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction.<\/p>\n\n\t

Material Component: A small dagger.<\/p><\/p>Reference: Spell Compendium 177<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One natural or magical hazard; see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_From your fingertips springs a thin line of bright red light to negate the hazard before you._\n\nEach version of this spell can target one of the hazards described below and correct it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.\n\n\u2022 Any trap targeted by the ray is sprung. This version of the spell can have adverse effects on creatures standing within a trap's area. You must be aware of a trap to cast ruby ray of reversal on it.\n\n\u2022 The spell unties knots and causes chains, manacles, and similar restraining devices to fall away. Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.\n\n\u2022 A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free.\n\n\u2022 A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.\n\n\u2022 A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster's soul.\n\n\u2022 Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-foot- radius spread.\n\nFocus: A ruby worth at least 500 gp.","short_description":"_From your fingertips springs a thin line of bright red light to negate the hazard before you.","material_components":"0","name":"Ruby Ray of Reversal","level":"Sorcerer 6 \/ Wizard 6","full_text":"

Ruby Ray of Reversal<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

From your fingertips springs a thin line of bright red light to negate the hazard before you.<\/em><\/p>\n\n\t

Each version of this spell can target one of the hazards described below and "correct" it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.<\/p>\n\n\t