[[],[{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"Burst of fire extending 15 ft. from you","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell functions like _fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).","short_description":"This spell functions like _fireburst, except that it affects creatures within 15 feet of you and deal...","material_components":"0","name":"Fireburst, Greater","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Fireburst, Greater<\/h5><\/p>
Evocation<\/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>10 ft.<\/td><\/tr>
Effect:<\/b><\/td>Burst of fire extending 15 ft. from you<\/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

This spell functions like _fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).<\/p><\/p>Reference: Spell Compendium 94<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"Yes (harmless); see text","description":"_You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you._\n\nThe creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature.\n\nWith a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect. Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.\n\nThe subject of _fires of purity_ takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.","short_description":"_You touch the target, and it bursts into flames that do not harm it, although the heat you feel from...","material_components":"0","name":"Fires of Purity","level":"Druid 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Fires of Purity<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 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>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>See text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless); see text<\/td><\/tr><\/table>

\t

You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you.<\/em><\/p>\n\n\t

The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature.<\/p>\n\n\t

With a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect. Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.<\/p>\n\n\t

The subject of fires of purity<\/em> takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.<\/p><\/p>Reference: Spell Compendium 94<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One 20-ft. cube\/level (S)","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"_You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster than you can blink._\n\nThis spell functions like _quench_ (_PH_ 267), except as noted above. In addition, it has the following effects.\n\nWhile _fireward_ remains in effects, no magical fire effect can function inside its area. This effect is similar to that of an _antimagic field_, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell's area is immediately extinguished as well.","short_description":"_You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster tha...","material_components":"0","name":"Fireward","level":"Druid 5","full_text":"

Fireward<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 5<\/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 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster than you can blink.<\/em><\/p>\n\n\t

This spell functions like quench<\/em> (PH<\/em> 267), except as noted above. In addition, it has the following effects.<\/p>\n\n\t

While fireward<\/em> remains in effects, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field<\/em>, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell's area is immediately extinguished as well.<\/p><\/p>Reference: Spell Compendium 94<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"_The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone._\n\nYou transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purpose of attack rolls, grapple checks or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1\/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack, with the normal -5 penalty, or a -2 penalty if you have the Multiattack feat (_MM_ 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).\n\nYour fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.\n\n_Material Component:_ A pebble inscribed with a stylized fist design.","short_description":"_The complicated gestures of the spell end with a punch of your fist, which now has the texture and l...","material_components":"0","name":"Fist of Stone","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Fist of Stone<\/h5><\/p>
Transmutation<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr><\/table>

\t

The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.<\/em><\/p>\n\n\t

You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purpose of attack rolls, grapple checks or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1\/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack, with the normal -5 penalty, or a -2 penalty if you have the Multiattack feat (MM<\/em> 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).<\/p>\n\n\t

Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.<\/p>\n\n\t

Material Component:<\/em> A pebble inscribed with a stylized fist design.<\/p><\/p>Reference: Spell Compendium 94<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"A daggerlike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as a weapon._\n\nYou create a bladerlike beam that you can wield as if it were a dagger. Attacks with a _flame dagger_ are melee touch attacks, and the blade deals ad4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. A _Flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on.\n\nThis spell does not function underwater.\n\n_Material Component:_ A candle","short_description":"_You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be use...","material_components":"0","name":"Flame Dagger","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Flame Dagger<\/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>0 ft.<\/td><\/tr>
Effect:<\/b><\/td>A daggerlike beam<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as a weapon.<\/em><\/p>\n\n\t

You create a bladerlike beam that you can wield as if it were a dagger. Attacks with a flame dagger<\/em> are melee touch attacks, and the blade deals ad4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. A _Flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on.<\/p>\n\n\t

This spell does not function underwater.<\/p>\n\n\t

Material Component:<\/em> A candle<\/p><\/p>Reference: Spell Compendium 94<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Nonmagical weapon touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"_Using your faith as a guide for your magic, you touch the weapon and it bursts into flame._\n\nYou can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 _flaming burst weapon_.\n\n_Material Component:_ A lump of phosphorus, touched to the target weapon.","short_description":"_Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.","material_components":"0","name":"Flame of Faith","level":"Cleric 3 \/ Paladin 2","full_text":"

Flame of Faith<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Paladin 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>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.<\/em><\/p>\n\n\t

You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon<\/em>.<\/p>\n\n\t

Material Component:<\/em> A lump of phosphorus, touched to the target weapon.<\/p><\/p>Reference: Spell Compendium 95<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"Flaming whips","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"_At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames._\n\nYour forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deals 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs.\n\nWhile this spell is in effects, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.","short_description":"_At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames.","material_components":"0","name":"Flame Whips","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Flame Whips<\/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>Personal<\/td><\/tr>
Effect:<\/b><\/td>Flaming whips<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

\t

At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames.<\/em><\/p>\n\n\t

Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deals 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs.<\/p>\n\n\t

While this spell is in effects, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.<\/p><\/p>Reference: Spell Compendium 95<\/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":"_You speak the old words of the incantation, and your hands glow with a yellow aura that flashes at the tips of your digits._\n\nSuperior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).","short_description":"_You speak the old words of the incantation, and your hands glow with a yellow aura that flashes at t...","material_components":"0","name":"Magic Fang, Superior","level":"Druid 4 \/ Ranger 4","full_text":"

Magic Fang, Superior<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 4 \/ Ranger 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 round\/level<\/td><\/tr><\/table>

\t

You speak the old words of the incantation, and your hands glow with a yellow aura that flashes at the tips of your digits.<\/em><\/p>\n\n\t

Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).<\/p><\/p>Reference: Spell Compendium 136<\/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":"30-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"None; see text","spell_resistance":"No","description":"_A thick, sparkling cloud of billowing mist rolls into being from the point you indicate._\n\nThis potent spell conjures a cloud of mist that functions as a _solid fog_:spells\/players-handbook-v35--6\/solid-fog--2437\/ spell (PH 281). In addition, any spells cast within the fog have a -4 penalty to the spellcaster's caster level, and the save DC of any such spell is reduced by 2. Creatures within the fog, or that enter the fog, must succeed on a Will save or suffer the reduction in caster level and DC even after they leave the fog, for the duration of the spell.\n\nMaterial Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.","short_description":"_A thick, sparkling cloud of billowing mist rolls into being from the point you indicate.","material_components":"0","name":"Magic Miasma","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Magic Miasma<\/h5><\/p>
Abjuration<\/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\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A thick, sparkling cloud of billowing mist rolls into being from the point you indicate.<\/em><\/p>\n\n\t

This potent spell conjures a cloud of mist that functions as a solid fog<\/em><\/a> spell (PH 281). In addition, any spells cast within the fog have a -4 penalty to the spellcaster's caster level, and the save DC of any such spell is reduced by 2. Creatures within the fog, or that enter the fog, must succeed on a Will save or suffer the reduction in caster level and DC even after they leave the fog, for the duration of the spell.<\/p>\n\n\t

Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"15-ft.-radius burst","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"No","description":"_You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, springs up in the midst of your enemies._\n\nThe spell produces a toxic fog that deals 1d4 points of nonlethal damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.\n\nFocus: Three polished gray stones.","short_description":"_You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, s...","material_components":"0","name":"Malevolent Miasma","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Malevolent Miasma<\/h5><\/p>
Conjuration (Creation)<\/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>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, springs up in the midst of your enemies.<\/em><\/p>\n\n\t

The spell produces a toxic fog that deals 1d4 points of nonlethal damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.<\/p>\n\n\t

Focus: Three polished gray stones.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous; see text","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"_A blinding flash of light follows the casting of this spell._\n\n_Flashburst_ creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds. A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.\n\n_Arcane Material Component:_ A pinch of sulfur or phosphorus.","short_description":"_A blinding flash of light follows the casting of this spell.","material_components":"0","name":"Flashburst","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Flashburst<\/h5><\/p>
Evocation<\/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>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A blinding flash of light follows the casting of this spell.<\/em><\/p>\n\n\t

Flashburst<\/em> creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds. A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.<\/p>\n\n\t

Arcane Material Component:<\/em> A pinch of sulfur or phosphorus.<\/p><\/p>Reference: Spell Compendium 95<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One corporeal creature","effect":"","area":"","duration":"4 rounds","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"_With a cruel utterance, you complete the spell an unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion._\n\nWhen you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, and 1d6 points of Charisma. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell.\n\n_Flensing_ has no effect on creatures in gaseous form.\n\n_Material Component:_ An onion.","short_description":"_With a cruel utterance, you complete the spell an unleash its terrible energy.","material_components":"0","name":"Flensing","level":"Sorcerer 8 \/ Wizard 8","full_text":"

Flensing<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 8 \/ Wizard 8<\/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>4 rounds<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

With a cruel utterance, you complete the spell an unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion.<\/em><\/p>\n\n\t

When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, and 1d6 points of Charisma. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell.<\/p>\n\n\t

Flensing<\/em> has no effect on creatures in gaseous form.<\/p>\n\n\t

Material Component:<\/em> An onion.<\/p><\/p>Reference: Spell Compendium 95<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_You cast a spell that reaches into another plane and pulls another creature to your realm._\n\nYou can cause one creature on a coexistent plane (DMG 150), along with its personal belongings, to suddenly appear on your plane of existence. An affected creature appears in the location analogous to the space it occupied on the coexistent plane. For example, the make manifest spell allows you to cause a target on the Ethereal Plane to appear on the Material Plane, and vice versa. This spell does not grant the ability to pinpoint the location of ethereal creatures.\n\nFor the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes. For example, a ghost brought in from the Ethereal Plane would be unable to return to the Ethereal Plane but would remain incorporeal. At the end of the spell's duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.","short_description":"_You cast a spell that reaches into another plane and pulls another creature to your realm.","material_components":"0","name":"Make Manifest","level":"Cleric 4 \/ Sorcerer 6 \/ Wizard 6","full_text":"

Make Manifest<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ 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>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You cast a spell that reaches into another plane and pulls another creature to your realm.<\/em><\/p>\n\n\t

You can cause one creature on a coexistent plane (DMG<\/span> 150), along with its personal belongings, to suddenly appear on your plane of existence. An affected creature appears in the location analogous to the space it occupied on the coexistent plane. For example, the make manifest spell allows you to cause a target on the Ethereal Plane to appear on the Material Plane, and vice versa. This spell does not grant the ability to pinpoint the location of ethereal creatures.<\/p>\n\n\t

For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes. For example, a ghost brought in from the Ethereal Plane would be unable to return to the Ethereal Plane but would remain incorporeal. At the end of the spell's duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"_The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm from the eldritch energies coursing within. Great draconian wings unfurl from your shoulders and reach toward the sky._\n\nA powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can't carry aloft more than a light load.\n\nWhen flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).\n\n_Material Component:_ A dragon's wing claw.\n\n_Special:_ Sorcerers cast this spell at +1 caster level.","short_description":"_The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm fr...","material_components":"0","name":"Flight of the Dragon","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Flight of the Dragon<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr><\/table>

\t

The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm from the eldritch energies coursing within. Great draconian wings unfurl from your shoulders and reach toward the sky.<\/em><\/p>\n\n\t

A powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can't carry aloft more than a light load.<\/p>\n\n\t

When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).<\/p>\n\n\t

Material Component:<\/em> A dragon's wing claw.<\/p>\n\n\t

Special:<\/em> Sorcerers cast this spell at +1 caster level.<\/p><\/p>Reference: Spell Compendium 95<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"25-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"_You toss a handful of copper dust into the air, and it clings to creatures invisible to you. Suddenly they're visible and in your presence._\n\nThis spell functions like _make manifest_:spells\/spell-compendium--86\/make-manifest--4516\/, except that all creatures and unattended objects on coterminous and coexistent planes within the area of this spell are instantly brought onto your plane.\n\nFor the duration of the spell, the target creatures retain all their abilities except for those that allow them to enter other planes. At the end of mass make manifest's duration, objects and creatures return to their plane of origin, even if they have left the spell's area.\n\nMaterial Component: A handful of copper dust.","short_description":"_You toss a handful of copper dust into the air, and it clings to creatures invisible to you.","material_components":"0","name":"Make Manifest, Mass","level":"Cleric 6 \/ Sorcerer 8 \/ Wizard 8","full_text":"

Make Manifest, Mass<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 6 \/ Sorcerer 8 \/ Wizard 8<\/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>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You toss a handful of copper dust into the air, and it clings to creatures invisible to you. Suddenly they're visible and in your presence.<\/em><\/p>\n\n\t

This spell functions like make manifest<\/em><\/a>, except that all creatures and unattended objects on coterminous and coexistent planes within the area of this spell are instantly brought onto your plane.<\/p>\n\n\t

For the duration of the spell, the target creatures retain all their abilities except for those that allow them to enter other planes. At the end of mass make manifest's duration, objects and creatures return to their plane of origin, even if they have left the spell's area.<\/p>\n\n\t

Material Component: A handful of copper dust.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You invoke the powers of chaos, and a flickering yellow field of anarchic energy surrounds you._\n\nThe power of this spell grants you spell resistance equal to 12 + your caster level against spells with the lawful descriptor.","short_description":"_You invoke the powers of chaos, and a flickering yellow field of anarchic energy surrounds you.","material_components":"0","name":"Mantle of Chaos","level":"Cleric 3","full_text":"

Mantle of Chaos<\/h5><\/p>
Abjuration<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You invoke the powers of chaos, and a flickering yellow field of anarchic energy surrounds you.<\/em><\/p>\n\n\t

The power of this spell grants you spell resistance equal to 12 + your caster level against spells with the lawful descriptor.<\/p><\/p>Reference: Spell Compendium 137<\/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":"3-ft.-diameter disk of force","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"_Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground._\n\nThis spell functions like _Tenser's Floating disk (_PH_ 294), except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it move with a fly speed of 20 feet (perfect). This allows you to sit on the disk and command it to carry you about.\n\n_Material Component:_ A drop of mercury.\n","short_description":"_Letting the mercury drip to the ground you create a slightly concave disk of energy.","material_components":"0","name":"Floating Disk, Greater","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Floating Disk, Greater<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>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>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Effect:<\/b><\/td>3-ft.-diameter disk of force<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground.<\/em><\/p>\n\n\t

This spell functions like _Tenser's Floating disk (PH<\/em> 294), except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it move with a fly speed of 20 feet (perfect). This allows you to sit on the disk and command it to carry you about.<\/p>\n\n\t

Material Component:<\/em> A drop of mercury.<\/p><\/p>Reference: Spell Compendium 96<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"","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":"","saving_throw":"","spell_resistance":"","description":"_As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet._\n\nThis spell functions like _fly_ (_PH_ 232), except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. if only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.","short_description":"_As your gestures point out which creatures receive the benefits of your spell, they seem lighter on ...","material_components":"0","name":"Fly, Mass","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Fly, Mass<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr><\/table>

\t

As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet.<\/em><\/p>\n\n\t

This spell functions like fly<\/em> (PH<\/em> 232), except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. if only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.<\/p><\/p>Reference: Spell Compendium 96<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You invoke the powers of evil, and a dark, wavering field of unholy energy wraps around you like a cloak._\n\nThis spell functions like _mantle of chaos_:spells\/spell-compendium--86\/mantle-chaos--4519\/, except that mantle of evil grants spell resistance against spells with the good descriptor.","short_description":"_You invoke the powers of evil, and a dark, wavering field of unholy energy wraps around you like a c...","material_components":"0","name":"Mantle of Evil","level":"Cleric 3 \/ Blackguard 3","full_text":"

Mantle of Evil<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ Blackguard 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>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You invoke the powers of evil, and a dark, wavering field of unholy energy wraps around you like a cloak.<\/em><\/p>\n\n\t

This spell functions like mantle of chaos<\/em><\/a>, except that mantle of evil grants spell resistance against spells with the good descriptor.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_You squawk twice like and eagle and suddenly long for the freedom of the skies._\n\nThis spell functions like _fly_ (_PH_ 232), except as noted above.","short_description":"_You squawk twice like and eagle and suddenly long for the freedom of the skies.","material_components":"0","name":"Fly, Swift","level":"Bard 2 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Fly, Swift<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V<\/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 squawk twice like and eagle and suddenly long for the freedom of the skies.<\/em><\/p>\n\n\t

This spell functions like fly<\/em> (PH<\/em> 232), except as noted above.<\/p><\/p>Reference: Spell Compendium 96<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You invoke the powers of good, and a shimmering white field of holy energy swaddles you._\n\nThis spell functions like _mantle of chaos_:spells\/spell-compendium--86\/mantle-chaos--4519\/, except that mantle of good grants spell resistance against spells with the evil descriptor.","short_description":"_You invoke the powers of good, and a shimmering white field of holy energy swaddles you.","material_components":"0","name":"Mantle of Good","level":"Cleric 3 \/ Paladin 3","full_text":"

Mantle of Good<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>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>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You invoke the powers of good, and a shimmering white field of holy energy swaddles you.<\/em><\/p>\n\n\t

This spell functions like mantle of chaos<\/em><\/a>, except that mantle of good grants spell resistance against spells with the evil descriptor.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"_Holding aloft the weapon, you name the kind of creature you wish to slay. With a flash, the weapon takes on a blue glow that quickly fades to a barely perceptible aura surrounding it._\n\nWhen you cast this spell, choose one of your favore enemies. Agains creatures of the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage. Furghermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that kind. \n\nThe spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one foebane weapon active at a time.\n\nIf this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts.","short_description":"_Holding aloft the weapon, you name the kind of creature you wish to slay.","material_components":"0","name":"Foebane","level":"Ranger 4","full_text":"

Foebane<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Ranger 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>Will negates (harmless, object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless, object)<\/td><\/tr><\/table>

\t

Holding aloft the weapon, you name the kind of creature you wish to slay. With a flash, the weapon takes on a blue glow that quickly fades to a barely perceptible aura surrounding it.<\/em><\/p>\n\n\t

When you cast this spell, choose one of your favore enemies. Agains creatures of the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage. Furghermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that kind. <\/p>\n\n\t

The spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one foebane weapon active at a time.<\/p>\n\n\t

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts.<\/p><\/p>Reference: Spell Compendium 96<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute (D)","saving_throw":"","spell_resistance":"","description":"_You chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, allowing you to focus on the task at hand._\n\nYou gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.","short_description":"_You chant softly under your breath and concentrate on the sound of your voice.","material_components":"0","name":"Focusing Chant","level":"Bard 1","full_text":"

Focusing Chant<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 1<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute (D)<\/td><\/tr><\/table>

\t

You chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, allowing you to focus on the task at hand.<\/em><\/p>\n\n\t

You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.<\/p><\/p>Reference: Spell Compendium 96<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Invisible claw of force","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"\n_Curling your hand into a claw, you finish the final gesture. Your foes see no result from your spell, but you know they're in for a surprise._\n\n_Force claw_ creates a Medium claw of invisible force at any spot you designate within the spell's range. The claw guards the area of a 20-foot cube that you specify. You can move the claw's location up to 60 feet to another point within range each round on your turn as a move action.\n\nThe claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a 10 bonus on the attack roll and deals 1d8+6 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.\n\n_Material Component:_ A small, dried claw from an animal.","short_description":"\n_Curling your hand into a claw, you finish the final gesture.","material_components":"0","name":"Force Claw","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Force Claw<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td><\/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>Invisible claw of force<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Curling your hand into a claw, you finish the final gesture. Your foes see no result from your spell, but you know they're in for a surprise.<\/em><\/p>\n\n\t

Force claw<\/em> creates a Medium claw of invisible force at any spot you designate within the spell's range. The claw guards the area of a 20-foot cube that you specify. You can move the claw's location up to 60 feet to another point within range each round on your turn as a move action.<\/p>\n\n\t

The claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a 10 bonus on the attack roll and deals 1d8+6 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.<\/p>\n\n\t

Material Component:<\/em> A small, dried claw from an animal.<\/p><\/p>Reference: Spell Compendium 97<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to four creatures, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts._\n\nYou create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature adjacent to the primary target.\n\nThe missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.\n\nYou gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.","short_description":"_Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strik...","material_components":"0","name":"Force Missile","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Force Missile<\/h5><\/p>
Evocation<\/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>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

Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.<\/em><\/p>\n\n\t

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature adjacent to the primary target.<\/p>\n\n\t

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.<\/p>\n\n\t

You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.<\/p><\/p>Reference: Forgotten Realms Campaign Setting 98<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_You invoke the powers of law, and a constant blue field of axiomatic energy surrounds you._\n\nThis spell functions like _mantle of chaos_:spells\/spell-compendium--86\/mantle-chaos--4519\/, except that mantle of law grants spell resistance against spells with the chaotic descriptor.","short_description":"_You invoke the powers of law, and a constant blue field of axiomatic energy surrounds you.","material_components":"0","name":"Mantle of Law","level":"Cleric 3 \/ Paladin 3","full_text":"

Mantle of Law<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>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>Personal<\/td><\/tr>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You invoke the powers of law, and a constant blue field of axiomatic energy surrounds you.<\/em><\/p>\n\n\t

This spell functions like mantle of chaos<\/em><\/a>, except that mantle of law grants spell resistance against spells with the chaotic descriptor.<\/p><\/p>Reference: Spell Compendium 137<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 swift action","range":"10 ft.","target":"","effect":"10-ft. burst of force centered on you","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_You catch the drop of water on the string and snap it at your target. The waterdrop swells and becomes a blue-green wave of magical force, tumbling toward your opponents._\n\nThis spell initiates a bull rush against all creatures within 10 feet. The _forcewave_ has a +10 bonus on the bull rush attempt. All creatures are pushed to the extend of the bull rush result, and the result of the bull rush can push creatures beyond the spell's normal range.\n\n_Focus:_ A small piece of string and a drop of water.","short_description":"_You catch the drop of water on the string and snap it at your target.","material_components":"0","name":"Forcewave","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Forcewave<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 4 \/ Wizard 4<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>10 ft.<\/td><\/tr>
Effect:<\/b><\/td>10-ft. burst of force centered on you<\/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 catch the drop of water on the string and snap it at your target. The waterdrop swells and becomes a blue-green wave of magical force, tumbling toward your opponents.<\/em><\/p>\n\n\t

This spell initiates a bull rush against all creatures within 10 feet. The forcewave<\/em> has a +10 bonus on the bull rush attempt. All creatures are pushed to the extend of the bull rush result, and the result of the bull rush can push creatures beyond the spell's normal range.<\/p>\n\n\t

Focus:<\/em> A small piece of string and a drop of water.<\/p><\/p>Reference: Spell Compendium 98<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"","spell_resistance":"","description":"_Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment._\n\nYou change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.","short_description":"_Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, ...","material_components":"0","name":"Forestfold","level":"Druid 3 \/ Ranger 3","full_text":"

Forestfold<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 hour\/level (D)<\/td><\/tr><\/table>

\t

Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.<\/em><\/p>\n\n\t

You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.<\/p><\/p>Reference: Spell Compendium 98<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_As you touch the creature, a chill sweeps through you and down your arm. As the spell takes effect, the creature's body changes hue, becoming an icy blue._\n\nThe subject creature gains the cold subtype, granting it immunity to cold and vulnerability to fire (the creature takes half again as much damage from fire effects). A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration.\n\nMaterial Component: A pinch of sapphire dust worth 10 gp.","short_description":"_As you touch the creature, a chill sweeps through you and down your arm.","material_components":"0","name":"Mantle of the Icy Soul","level":"Druid 5 \/ Cleric 6","full_text":"

Mantle of the Icy Soul<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 5 \/ Cleric 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>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

As you touch the creature, a chill sweeps through you and down your arm. As the spell takes effect, the creature's body changes hue, becoming an icy blue.<\/em><\/p>\n\n\t

The subject creature gains the cold subtype, granting it immunity to cold and vulnerability to fire (the creature takes half again as much damage from fire effects). A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration.<\/p>\n\n\t

Material Component: A pinch of sapphire dust worth 10 gp.<\/p><\/p>Reference: Spell Compendium 138<\/div>","reference":"User"},{"school":"Universal","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Familiar touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"_You touch your familiar, and you see that the creature seems more robust._\n\nThis spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.","short_description":"_You touch your familiar, and you see that the creature seems more robust.","material_components":"0","name":"Fortify Familiar","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Fortify Familiar<\/h5><\/p>
Universal<\/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>1 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You touch your familiar, and you see that the creature seems more robust.<\/em><\/p>\n\n\t

This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.<\/p><\/p>Reference: Spell Compendium 98<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 minute","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"None (harmless)","spell_resistance":"Yes (harmless)","description":"_A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brightens, then fades into her skin._\n\nYou surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to -10 or below). When this event occurs, the _fortunate fate_ spell intervenes by immediately triggering a _heal_ spell upon the target. If the effect is one that causes harm in a way that a _heal_ spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature's death.","short_description":"_A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brighten...","material_components":"0","name":"Fortunate Fate","level":"Cleric 7","full_text":"

Fortunate Fate<\/h5><\/p>
Conjuration (Healing)<\/td><\/tr>
Level:<\/b><\/td>Cleric 7<\/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>10 minutes\/level or until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>None (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brightens, then fades into her skin.<\/em><\/p>\n\n\t

You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to -10 or below). When this event occurs, the fortunate fate<\/em> spell intervenes by immediately triggering a heal<\/em> spell upon the target. If the effect is one that causes harm in a way that a heal<\/em> spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature's death.<\/p><\/p>Reference: Spell Compendium 99<\/div>","reference":"User"},{"school":"Transmutation","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":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"_Calling upon the strength of the earth, you lend some of the stability of stone to your allies._\n\nAs long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped.\n\nIf this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.","short_description":"_Calling upon the strength of the earth, you lend some of the stability of stone to your allies.","material_components":"0","name":"Foundation of Stone","level":"Cleric 1 \/ Druid 1","full_text":"

Foundation of Stone<\/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 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Calling upon the strength of the earth, you lend some of the stability of stone to your allies.<\/em><\/p>\n\n\t

As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped.<\/p>\n\n\t

If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.<\/p><\/p>Reference: Spell Compendium 99<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature, which must be a favored enemy","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_By pointing your finger at one of your favored enemies, you mark it with a glowing rune that only you can see._\n\nYour favored enemy bonuses against a foe with a mark of the hunter are 4 higher than they would otherwise be.\n\nFurthermore, the rune limns your enemy, making the foe easier for you to attack. The subject of a mark of the hunter spell gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment. Other effects that grant a miss chance (such as incorporeality) work normally.\n\nMaterial Component: A bit of skin or bone from the relevant favored enemy type or subtype.","short_description":"_By pointing your finger at one of your favored enemies, you mark it with a glowing rune that only yo...","material_components":"0","name":"Mark of the Hunter","level":"Ranger 3","full_text":"

Mark of the Hunter<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Ranger 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 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

By pointing your finger at one of your favored enemies, you mark it with a glowing rune that only you can see.<\/em><\/p>\n\n\t

Your favored enemy bonuses against a foe with a mark of the hunter are 4 higher than they would otherwise be.<\/p>\n\n\t

Furthermore, the rune limns your enemy, making the foe easier for you to attack. The subject of a mark of the hunter spell gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment. Other effects that grant a miss chance (such as incorporeality) work normally.<\/p>\n\n\t

Material Component: A bit of skin or bone from the relevant favored enemy type or subtype.<\/p><\/p>Reference: Spell Compendium 138<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"1 round\/2 levels","saving_throw":"Reflex partial; see text","spell_resistance":"Yes","description":"_Calling upon divine power, your hand turns cold and numbs as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leave a light fog in the air where it passes._\n\nYou must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and this helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other tan to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand.\n\nThe ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can't swim but because ice floats, the encase swimmer will rise to the surface and bob about.\n\nA DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.","short_description":"_Calling upon divine power, your hand turns cold and numbs as you complete the spell.","material_components":"0","name":"Freeze","level":"Druid 6","full_text":"

Freeze<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Druid 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>Ray<\/td><\/tr>
Duration:<\/b><\/td>1 round\/2 levels<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Calling upon divine power, your hand turns cold and numbs as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leave a light fog in the air where it passes.<\/em><\/p>\n\n\t

You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and this helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other tan to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand.<\/p>\n\n\t

The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can't swim but because ice floats, the encase swimmer will rise to the surface and bob about.<\/p>\n\n\t

A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.<\/p><\/p>Reference: Spell Compendium 99<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"_You select your victim for punishment and invoke the ancient words of anathema. A dull purple splotch in the shape of a skull manifests itself on your victim's flesh, visible to all._\n\nThis spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn't have a head). The mark is visible to normal vision, low-light vision, and darkvision. The wearer of such a mark takes a -5 circumstance penalty on Bluff and Diplomacy checks and a -2 penalty to Armor Class.\n\nThe mark cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.","short_description":"_You select your victim for punishment and invoke the ancient words of anathema.","material_components":"0","name":"Mark of the Outcast","level":"Blackguard 1 \/ Cleric 2 \/ Druid 2","full_text":"

Mark of the Outcast<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Blackguard 1 \/ Cleric 2 \/ Druid 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>Permanent<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You select your victim for punishment and invoke the ancient words of anathema. A dull purple splotch in the shape of a skull manifests itself on your victim's flesh, visible to all.<\/em><\/p>\n\n\t

This spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn't have a head). The mark is visible to normal vision, low-light vision, and darkvision. The wearer of such a mark takes a -5 circumstance penalty on Bluff and Diplomacy checks and a -2 penalty to Armor Class.<\/p>\n\n\t

The mark cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.<\/p><\/p>Reference: Spell Compendium 138<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fog spreads in a 20-ft. radius, 20 ft. high","area":"","duration":"1 minute\/level","saving_throw":"Reflex partial; see text","spell_resistance":"No","description":"_A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost._\n\nA bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.\n\nEach round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.\n\n_Freezing fog_ also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a succesful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can't take a 5-foot step.\n\nA severe wind disperses the cloud in 1 round. The spell does not function underwater.","short_description":"_A cool mist rises from the area you indicate.","material_components":"0","name":"Freezing Fog","level":"Sorcerer 6 \/ Wizard 6","full_text":"

Freezing Fog<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 6 \/ Wizard 6<\/td><\/tr>
Components:<\/b><\/td><\/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>Fog spreads in a 20-ft. radius, 20 ft. high<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.<\/em><\/p>\n\n\t

A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.<\/p>\n\n\t

Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.<\/p>\n\n\t

Freezing fog<\/em> also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a succesful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can't take a 5-foot step.<\/p>\n\n\t

A severe wind disperses the cloud in 1 round. The spell does not function underwater.<\/p><\/p>Reference: Spell Compendium 99<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"30 feet","target":"","effect":"Cone-shaped burst","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"_Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice._\n\nYou breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.\n\n_Material Component:_ Three drops of water or fragments of ice (which are held in a cupped palm and blown toward the target).","short_description":"_Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and cry...","material_components":"0","name":"Frost Breath","level":"Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Frost Breath<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 2 \/ Druid 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>30 feet<\/td><\/tr>
Effect:<\/b><\/td>Cone-shaped burst<\/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

Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.<\/em><\/p>\n\n\t

You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.<\/p>\n\n\t

Material Component:<\/em> Three drops of water or fragments of ice (which are held in a cupped palm and blown toward the target).<\/p><\/p>Reference: Spell Compendium 100<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"30-ft.-radius spread","duration":"Concentration, up to 1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_Upon completing the spell, a discordant cacophony of haunting and alien music rises up in the area you designate. Although the strange music reaches your ears, you feel no effect from it._\n\nCreatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature's turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim's mind and body are affected by the spell. You can select any of the effects for Which your Perform check equals or exceeds the required DC.\n\n| *DC* | *Result* |\n| 15 | Victim takes 3d6 points of nonlethal damage |\n| 20 | Victim takes 3d6 points of sonic damage |\n| 25 | Victim is knocked prone |\n| 30 | Victim is nauseated for 1 round |\n| 35 | Victim is stunned for 1 round |\n| 40 | Victim attacks nearest target |\n\nAll creatures that succeed on their saves against the spell are disoriented and take a -2 penalty on attack rolls and skill checks as long as they remain in te affected area.\n\n_Focus:_ A miniature violin bow made of platinum worth 250 gp.","short_description":"_Upon completing the spell, a discordant cacophony of haunting and alien music rises up in the area y...","material_components":"0","name":"Fugue","level":"Bard 4","full_text":"

Fugue<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 4<\/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>Concentration, up to 1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Upon completing the spell, a discordant cacophony of haunting and alien music rises up in the area you designate. Although the strange music reaches your ears, you feel no effect from it.<\/em><\/p>\n\n\t

Creatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature's turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim's mind and body are affected by the spell. You can select any of the effects for Which your Perform check equals or exceeds the required DC.<\/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
DC<\/strong> <\/td>\n\t\t\t Result<\/strong> <\/td>\n\t\t<\/tr>\n\t\t
15 <\/td>\n\t\t\t Victim takes 3d6 points of nonlethal damage <\/td>\n\t\t<\/tr>\n\t\t
20 <\/td>\n\t\t\t Victim takes 3d6 points of sonic damage <\/td>\n\t\t<\/tr>\n\t\t
25 <\/td>\n\t\t\t Victim is knocked prone <\/td>\n\t\t<\/tr>\n\t\t
30 <\/td>\n\t\t\t Victim is nauseated for 1 round <\/td>\n\t\t<\/tr>\n\t\t
35 <\/td>\n\t\t\t Victim is stunned for 1 round <\/td>\n\t\t<\/tr>\n\t\t
40 <\/td>\n\t\t\t Victim attacks nearest target <\/td>\n\t\t<\/tr>\n\t<\/table>\n\n\t

All creatures that succeed on their saves against the spell are disoriented and take a -2 penalty on attack rolls and skill checks as long as they remain in te affected area.<\/p>\n\n\t

Focus:<\/em> A miniature violin bow made of platinum worth 250 gp.<\/p><\/p>Reference: Spell Compendium 100<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature with at least two arms or tentacles touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Convulsing, the touched subject's limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs._\n\nYou cause a creature's multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither or which use their limbs to attack or manipulate objects, are unaffected). For every set of limbs fused into the primary set of limbs, the creature gains +4 to strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).\n\nThe loss of limbs might reduce the number of attacks available to the subject.\n\nIf the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.\n","short_description":"_Convulsing, the touched subject's limbs begin to ooze together with a sickening noise like a pot of ...","material_components":"0","name":"Fuse Arms","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Fuse Arms<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Cleric 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>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

Convulsing, the touched subject's limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs.<\/em><\/p>\n\n\t

You cause a creature's multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither or which use their limbs to attack or manipulate objects, are unaffected). For every set of limbs fused into the primary set of limbs, the creature gains +4 to strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).<\/p>\n\n\t

The loss of limbs might reduce the number of attacks available to the subject.<\/p>\n\n\t

If the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.<\/p><\/p>Reference: Spell Compendium 100<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 minute","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours\/level","saving_throw":"","spell_resistance":"","description":"_By holding the small item to your nose and reciting the ancient words of power you unleash the spell. You immediately have a sense of the object's owner such that you believe you could find further indications of the creature's passage._\n\nUpon casting this spell, you become attuned to the specific creature that owns the spell's focus item. (A creature is considered to own an item if it was the last creature to carry the item on its person for 24 hours or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a +10 bonus on Search and Survival checks made to track the item's owner or find evidence of the owner's passage. This spell does not give you insight into who or what the creature you are attuned to is or where that creature ultimately might be. Also, the spell does not provide a trail that is not already there nor provide you with the benefit of the Track feat.\n\nArcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.","short_description":"_By holding the small item to your nose and reciting the ancient words of power you unleash the spell...","material_components":"0","name":"Marked Object","level":"Assassin 2 \/ Ranger 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Marked Object<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Assassin 2 \/ Ranger 1 \/ Sorcerer 2 \/ Wizard 2<\/td><\/tr>
Components:<\/b><\/td>V, S, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 minute<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>24 hours\/level<\/td><\/tr><\/table>

\t

By holding the small item to your nose and reciting the ancient words of power you unleash the spell. You immediately have a sense of the object's owner such that you believe you could find further indications of the creature's passage.<\/em><\/p>\n\n\t

Upon casting this spell, you become attuned to the specific creature that owns the spell's focus item. (A creature is considered to own an item if it was the last creature to carry the item on its person for 24 hours or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a +10 bonus on Search and Survival checks made to track the item's owner or find evidence of the owner's passage. This spell does not give you insight into who or what the creature you are attuned to is or where that creature ultimately might be. Also, the spell does not provide a trail that is not already there nor provide you with the benefit of the Track feat.<\/p>\n\n\t

Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.<\/p><\/p>Reference: Spell Compendium 139<\/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":"_You hold a feather aloft and intone the spell. Great translucent wings unfold from your back. You leap up and are airborne._\n\nYou sprout a pair of insubstantial feathery or batlike (your choice) wings.\n\nYou can fly at a speed of 90 feet with good maneuverability (60 feet if you're wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear.\n\nShould the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.\n\nFocus: A wing feather from any bird or the wing bone of any bat.","short_description":"_You hold a feather aloft and intone the spell.","material_components":"0","name":"Master Air","level":"Druid 2","full_text":"

Master Air<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

You hold a feather aloft and intone the spell. Great translucent wings unfold from your back. You leap up and are airborne.<\/em><\/p>\n\n\t

You sprout a pair of insubstantial feathery or batlike (your choice) wings.<\/p>\n\n\t

You can fly at a speed of 90 feet with good maneuverability (60 feet if you're wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear.<\/p>\n\n\t

Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.<\/p>\n\n\t

Focus: A wing feather from any bird or the wing bone of any bat.<\/p><\/p>Reference: Spell Compendium 139<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"_The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving through dirt and stone as easily as if you were flying through the air._\n\nYou travel straight through the earth itself to a destination you choose. The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don't think of an exact location, the earth carries you to the periphery of the general area you imagine.\n\nThe earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creature-built structures don't hinder you as long as you can move around them.\n\nThis spell functions only on the Material Plane.\n\nFocus: The fossil of any animal.","short_description":"_The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving thro...","material_components":"0","name":"Master Earth","level":"Druid 7","full_text":"

Master Earth<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr><\/table>

\t

The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving through dirt and stone as easily as if you were flying through the air.<\/em><\/p>\n\n\t

You travel straight through the earth itself to a destination you choose. The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don't think of an exact location, the earth carries you to the periphery of the general area you imagine.<\/p>\n\n\t

The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creature-built structures don't hinder you as long as you can move around them.<\/p>\n\n\t

This spell functions only on the Material Plane.<\/p>\n\n\t

Focus: The fossil of any animal.<\/p><\/p>Reference: Spell Compendium 139<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, AF","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"_Holding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it._\n\nYou gain proficiency with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger.\n\nProficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield.\n\nThis spell does not grant proficiency for a kind or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is cast (this short sword). Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell's effect runs out, you are still proficient with that specific weapon or shield for the duration.\n\nFocus: The item in whose use you wish to be proficient.","short_description":"_Holding aloft an item you wish to use effectively, you address it directly with a command to obey yo...","material_components":"0","name":"Master's Touch","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Master's Touch<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V, AF<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr><\/table>

\t

Holding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it.<\/em><\/p>\n\n\t

You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger.<\/p>\n\n\t

Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield.<\/p>\n\n\t

This spell does not grant proficiency for a kind or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is cast (this short sword). Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell's effect runs out, you are still proficient with that specific weapon or shield for the duration.<\/p>\n\n\t

Focus: The item in whose use you wish to be proficient.<\/p><\/p>Reference: Spell Compendium 139<\/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":"15-ft.-radius emanation centered on a point in space","duration":"1 round\/level","saving_throw":"Will partial","spell_resistance":"Yes","description":"_At the culmination of casting the spell you open your mouth wide as if to yawn. In imitation, the air cracks and splits, opening into a yawning area of roiling blue-green energy resembling a great mouth._\n\nAll creatures in the area take 1d6 points of damage per caster level in the round when you cast the spell and each round thereafter at the start of your turn. Those damaged must also make a Will saving throw or be dazed for 1 round.\nSecond, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.\n\nCreatures with the chaotic subtype are unaffected by this spell.\n\nMaterial Component: A jawbone with teeth.","short_description":"_At the culmination of casting the spell you open your mouth wide as if to yawn.","material_components":"0","name":"Maw of Chaos","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Maw of Chaos<\/h5><\/p>
Abjuration<\/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\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

At the culmination of casting the spell you open your mouth wide as if to yawn. In imitation, the air cracks and splits, opening into a yawning area of roiling blue-green energy resembling a great mouth.<\/em><\/p>\n\n\t

All creatures in the area take 1d6 points of damage per caster level in the round when you cast the spell and each round thereafter at the start of your turn. Those damaged must also make a Will saving throw or be dazed for 1 round.
Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.<\/p>\n\n\t

Creatures with the chaotic subtype are unaffected by this spell.<\/p>\n\n\t

Material Component: A jawbone with teeth.<\/p><\/p>Reference: Spell Compendium 140<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One cave mouth or natural tunnel up to 20 ft. in diameter","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Reflex partial; see text","spell_resistance":"No","description":"_The rock comes alive, opening into a huge maw of deadly stone._\n\nYou cause a single natural opening or natural chamber to become animated. The opening or chamber cannot move, but it can attack. You can order it to attack any creature, or a specific type of creature. You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something.\n\nAn animated opening can attack only creatures that try to move through it. An animated chamber can attack every creature inside. Only one maw of stone can be in effect on a particular opening or chamber at a time.\n\nThe animated opening has an attack bonus equal to your level +10. The maw of stone deals damage equal to 2d8 points + your caster level.\n\nAn animated opening can make one immediate attack against a creature passing through. If it succeeds, the target must make a Reflex save or it cannot pass through the maw.\n\nThe animated stone has an Armor Class of 15 and hardness 8. Dealing 60 points of damage to it ends the spell.","short_description":"_The rock comes alive, opening into a huge maw of deadly stone.","material_components":"0","name":"Maw of Stone","level":"","full_text":"

Maw of Stone<\/h5><\/p>
Transmutation<\/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>
Duration:<\/b><\/td>10 minutes\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

The rock comes alive, opening into a huge maw of deadly stone.<\/em><\/p>\n\n\t

You cause a single natural opening or natural chamber to become animated. The opening or chamber cannot move, but it can attack. You can order it to attack any creature, or a specific type of creature. You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something.<\/p>\n\n\t

An animated opening can attack only creatures that try to move through it. An animated chamber can attack every creature inside. Only one maw of stone can be in effect on a particular opening or chamber at a time.<\/p>\n\n\t

The animated opening has an attack bonus equal to your level +10. The maw of stone deals damage equal to 2d8 points + your caster level.<\/p>\n\n\t

An animated opening can make one immediate attack against a creature passing through. If it succeeds, the target must make a Reflex save or it cannot pass through the maw.<\/p>\n\n\t

The animated stone has an Armor Class of 15 and hardness 8. Dealing 60 points of damage to it ends the spell.<\/p><\/p>Reference: Spell Compendium 140<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"Object touched","effect":"","area":"","duration":"Permanent until discharged","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"_The faint, green glow of the glyph flares to life. A sickly green light fills the room, illuminating the paralyzed forms of its victims, and bringing with it the stench of death._\n\nYou inscribe a glyph, approximately 1 foot across, that paralyzes any living creature of Large or smaller size that comes within 5 feet of the glyph. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.\n\nConditions for triggering a _ghoul glyph_ are stringent. It takes effect on any creature except yourself that moves within 5 feet. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single _ghoul glyph_ can be inscribed in a 5-foot square.\n\n_Ghoul glyphs_ cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. _Mislead_:spells\/players-handbook-v35--6\/mislead--2686\/ and _nondetection_:spells\/players-handbook-v35--6\/nondetection--2341\/ can fool a ghoul glyph.\n\n_Read magic_:spells\/players-handbook-v35--6\/read-magic--2511\/ allows identification of a _ghoul glyph_ with a successful DC 13 Spellcraft:skills\/spellcraft\/ check, if the glyph is noticed before it is activated. A rogue can use the Search:skills\/search\/ skill to find a _ghoul glyph_ and Disable Device:skills\/disable-device\/ to thwart it. The DC in each case is 27.\n\nWhen a glyph is activated, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion stench that causes distress in all creatures within a 10-foot radius. Those in the radius, including the target, must make a Fortitude save or take a --2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the paralysis effect wears off.\n\n_Material Component:_ You trace the glyph with earth from a ghoul's lair.","short_description":"_The faint, green glow of the glyph flares to life.","material_components":"0","name":"Ghoul Glyph","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Ghoul Glyph<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 2 \/ Wizard 2<\/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>Permanent until discharged<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The faint, green glow of the glyph flares to life. A sickly green light fills the room, illuminating the paralyzed forms of its victims, and bringing with it the stench of death.<\/em><\/p>\n\n\t

You inscribe a glyph, approximately 1 foot across, that paralyzes any living creature of Large or smaller size that comes within 5 feet of the glyph. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.<\/p>\n\n\t

Conditions for triggering a ghoul glyph<\/em> are stringent. It takes effect on any creature except yourself that moves within 5 feet. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph<\/em> can be inscribed in a 5-foot square.<\/p>\n\n\t

Ghoul glyphs<\/em> cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead<\/em><\/a> and nondetection<\/em><\/a> can fool a ghoul glyph.<\/p>\n\n\t

Read magic<\/em><\/a> allows identification of a ghoul glyph<\/em> with a successful DC 13 Spellcraft<\/a> check, if the glyph is noticed before it is activated. A rogue can use the Search<\/a> skill to find a ghoul glyph<\/em> and Disable Device<\/a> to thwart it. The DC in each case is 27.<\/p>\n\n\t

When a glyph is activated, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion stench that causes distress in all creatures within a 10-foot radius. Those in the radius, including the target, must make a Fortitude save or take a —2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the paralysis effect wears off.<\/p>\n\n\t

Material Component:<\/em> You trace the glyph with earth from a ghoul's lair.<\/p><\/p>Reference: Spell Compendium 105<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"Magical, heatless flame","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"_A sickly green flame springs forth from an object that you touch._\n\nThe effect looks like a regular flame, equivalent in brightness to a torch, except for its green hue, but it creates no heat and doesn't use oxygen. _Ghoul light_ can be covered and hidden, but not smothered or quenched.\n\nAll undead within 30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul light sources do not stack.\n\nDarkness:spells\/descriptors\/darkness\/ spells of 2nd level or higher can counter _ghoul light_.\n\n_Material Component:_ A bit of rendered fat.","short_description":"_A sickly green flame springs forth from an object that you touch.","material_components":"0","name":"Ghoul Light","level":"","full_text":"

Ghoul Light<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td><\/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>
Effect:<\/b><\/td>Magical, heatless flame<\/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

A sickly green flame springs forth from an object that you touch.<\/em><\/p>\n\n\t

The effect looks like a regular flame, equivalent in brightness to a torch, except for its green hue, but it creates no heat and doesn't use oxygen. Ghoul light<\/em> can be covered and hidden, but not smothered or quenched.<\/p>\n\n\t

All undead within 30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul light sources do not stack.<\/p>\n\n\t

Darkness<\/a> spells of 2nd level or higher can counter ghoul light<\/em>.<\/p>\n\n\t

Material Component:<\/em> A bit of rendered fat.<\/p><\/p>Reference: Spell Compendium 105<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Personal","target":"One pebble\/3 levels","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"_With your best giant's shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders._\n\nYou infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders.\n\nIf you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly.\n\n_Material Component:_ The pebbles to be transmuted.","short_description":"_With your best giant's shout you rattle some pebbles in your closed hand, completing the spell that ...","material_components":"0","name":"Giant's Wrath","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Giant's Wrath<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

With your best giant's shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders.<\/em><\/p>\n\n\t

You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders.<\/p>\n\n\t

If you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly.<\/p>\n\n\t

Material Component:<\/em> The pebbles to be transmuted.<\/p><\/p>Reference: Spell Compendium 105<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature or 4 cubic ft. of material","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass._\n\nYou transform the target into glass. You can cast either of these two versions:\n\n_Glass Creature:_ As _flesh to stone_:spells\/players-handbook-v35--6\/flesh-to-stone--2815\/ (_PH_ 232), but the subject becomes glass.\n\n_Glass Object:_ An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness.\n\nNeither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.\n\n_Focus:_ A piece of glass from a mirror.","short_description":"_The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and ...","material_components":"0","name":"Glass Strike","level":"Sorcerer 7 \/ Wizard 7","full_text":"

Glass Strike<\/h5><\/p>
Transmutation<\/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 hour\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass.<\/em><\/p>\n\n\t

You transform the target into glass. You can cast either of these two versions:<\/p>\n\n\t

Glass Creature:<\/em> As flesh to stone<\/em><\/a> (PH<\/em> 232), but the subject becomes glass.<\/p>\n\n\t

Glass Object:<\/em> An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness.<\/p>\n\n\t

Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.<\/p>\n\n\t

Focus:<\/em> A piece of glass from a mirror.<\/p><\/p>Reference: Spell Compendium 106<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"","effect":"Magical, controllable light source","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"_Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power into a fragile glass sphere._\n\nThis spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to illumination within a 60-foot radius. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert.\n\nIf a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence or Wisdom of at least 13 can gain control of an orb simply by touching it.\n\n_Focus:_ A glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has hardness 0 and 2 hit points.","short_description":"_Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power in...","material_components":"0","name":"Glowing Orb","level":"Cleric 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Glowing Orb<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ 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>Touch<\/td><\/tr>
Effect:<\/b><\/td>Magical, controllable light source<\/td><\/tr>
Duration:<\/b><\/td>Permanent<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power into a fragile glass sphere.<\/em><\/p>\n\n\t

This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to illumination within a 60-foot radius. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert.<\/p>\n\n\t

If a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence or Wisdom of at least 13 can gain control of an orb simply by touching it.<\/p>\n\n\t

Focus:<\/em> A glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has hardness 0 and 2 hit points.<\/p><\/p>Reference: Spell Compendium 106<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 standard action","range":"Touch","target":"Special mount touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"_With a flash, a glowing, golden suit of barding for your special mount appears._\n\nYou create a suit of barding for your mount to wear. The armor appears on your mount, fitting perfectly. The golden barding you create has no armor check penalty and has no effect on your mount's speed. The exact nature of the barding depends on your caster level.\n\n_2nd--3rd:_ Scale mail barding (+4 armor bonus).\n_4th--5th:_ Chainmail barding (+5).\n_6th--7th:_ Splint mail barding (+6).\n_8th--9th:_ Half-plate barding (+7).\n_10th+:_ Full plate barding (+8).\n\nYou can cast _magic vestment_:spells\/players-handbook-v35--6\/magic-vestment--2837\/ or other spells that target a suit of armor on the _golden barding_.","short_description":"_With a flash, a glowing, golden suit of barding for your special mount appears.","material_components":"0","name":"Golden Barding","level":"Blackguard 1 \/ Paladin 1","full_text":"

Golden Barding<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Blackguard 1 \/ Paladin 1<\/td><\/tr>
Components:<\/b><\/td>V<\/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>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

With a flash, a glowing, golden suit of barding for your special mount appears.<\/em><\/p>\n\n\t

You create a suit of barding for your mount to wear. The armor appears on your mount, fitting perfectly. The golden barding you create has no armor check penalty and has no effect on your mount's speed. The exact nature of the barding depends on your caster level.<\/p>\n\n\t

2nd—3rd:<\/em> Scale mail barding (+4 armor bonus).
4th—5th:<\/em> Chainmail barding (+5).
6th—7th:<\/em> Splint mail barding (+6).
8th—9th:<\/em> Half-plate barding (+7).
10th+:<\/em> Full plate barding (+8).<\/p>\n\n\t

You can cast magic vestment<\/em><\/a> or other spells that target a suit of armor on the golden barding<\/em>.<\/p><\/p>Reference: Spell Compendium 106<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_A dim glow fills your eyes, allowing you to see--briefly--weak points in the magic infused within a nearby construct._\n\nFor 1 round, you can deliver sneak attacks against constructs as if they were not immune to extra damage from sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.\n\nThis spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.","short_description":"_A dim glow fills your eyes, allowing you to see--briefly--weak points in the magic infused within a ...","material_components":"0","name":"Golem Strike","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Golem Strike<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V<\/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 dim glow fills your eyes, allowing you to see—briefly—weak points in the magic infused within a nearby construct.<\/em><\/p>\n\n\t

For 1 round, you can deliver sneak attacks against constructs as if they were not immune to extra damage from sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.<\/p>\n\n\t

This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.<\/p><\/p>Reference: Spell Compendium 106<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"_With a single word, you call upon the might and grace of your deity, bathing your body with divine energy. Your body glows with silvery light and you feel quick and light on your feet._\n\nYou create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a --20 circumstance penalty on Hide checks made while under the effect of this spell.\n\nFor the duration of the spell, you gain a +2 sacred bonus to Dexterity, and your base land speed increases by 10 feet.\n\nYour touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.","short_description":"_With a single word, you call upon the might and grace of your deity, bathing your body with divine e...","material_components":"0","name":"Grace","level":"Bard 2 \/ Cleric 3","full_text":"

Grace<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Cleric 3<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

With a single word, you call upon the might and grace of your deity, bathing your body with divine energy. Your body glows with silvery light and you feel quick and light on your feet.<\/em><\/p>\n\n\t

You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a —20 circumstance penalty on Hide checks made while under the effect of this spell.<\/p>\n\n\t

For the duration of the spell, you gain a +2 sacred bonus to Dexterity, and your base land speed increases by 10 feet.<\/p>\n\n\t

Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.<\/p><\/p>Reference: Spell Compendium 107<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_Golden motes of light dance before your eyes. They converge on undead you look at, hovering about them and forming wedges of positive energy._\n\nFor 1 round, you can deliver sneak attacks against undead as if they were not immune to extra damage from sneak attacks. To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.\n\nThis spell applies only to sneak attack damage. It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.","short_description":"_Golden motes of light dance before your eyes.","material_components":"0","name":"Grave Strike","level":"Cleric 1 \/ Paladin 1","full_text":"

Grave Strike<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Paladin 1<\/td><\/tr>
Components:<\/b><\/td>V<\/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

Golden motes of light dance before your eyes. They converge on undead you look at, hovering about them and forming wedges of positive energy.<\/em><\/p>\n\n\t

For 1 round, you can deliver sneak attacks against undead as if they were not immune to extra damage from sneak attacks. To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.<\/p>\n\n\t

This spell applies only to sneak attack damage. It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.<\/p><\/p>Reference: Spell Compendium 107<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_You create a cloud of sickly gray energy that streaks toward a living creature, wrapping it in the foul essence of unlife._\n\nA skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor can the creature remove negative levels. Regeneration or fast healing abilities the subject has from any source are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject can improve its current hit points by boosting its Constitution score and can receive temporary hit points (from an _aid_:spells\/players-handbook-v35--6\/aid--2523\/ spell, for example).\n\nWhen the spell ends, automatic healing abilities, such as a troll's regeneration, and items that restore hit points, such as a _ring of regeneration_, begin to function again.\n\n_Material Component:_ A skull.","short_description":"_You create a cloud of sickly gray energy that streaks toward a living creature, wrapping it in the f...","material_components":"0","name":"Graymantle","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Graymantle<\/h5><\/p>
Necromancy<\/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 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You create a cloud of sickly gray energy that streaks toward a living creature, wrapping it in the foul essence of unlife.<\/em><\/p>\n\n\t

A skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor can the creature remove negative levels. Regeneration or fast healing abilities the subject has from any source are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject can improve its current hit points by boosting its Constitution score and can receive temporary hit points (from an aid<\/em><\/a> spell, for example).<\/p>\n\n\t

When the spell ends, automatic healing abilities, such as a troll's regeneration, and items that restore hit points, such as a ring of regeneration<\/em>, begin to function again.<\/p>\n\n\t

Material Component:<\/em> A skull.<\/p><\/p>Reference: Spell Compendium 107<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"_You grip the bell in your fist and raise it over your head, intoning the spell and calling down a thunderous blast in the midst of those who oppose you._\n\nYou create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone. Creatures that cannot hear are not stunned, but might still fall prone.\n\n_Focus:_ An iron bell.","short_description":"_You grip the bell in your fist and raise it over your head, intoning the spell and calling down a th...","material_components":"0","name":"Great Thunderclap","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Great Thunderclap<\/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>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

You grip the bell in your fist and raise it over your head, intoning the spell and calling down a thunderous blast in the midst of those who oppose you.<\/em><\/p>\n\n\t

You create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone. Creatures that cannot hear are not stunned, but might still fall prone.<\/p>\n\n\t

Focus:<\/em> An iron bell.<\/p><\/p>Reference: Spell Compendium 107<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"_With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is._\n\nWhile this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment.\n\nThis spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.","short_description":"_With a guttural utterance made with unmoving lips, you magically focus your attention on a distant f...","material_components":"0","name":"Guided Shot","level":"Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Guided Shot<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Ranger 1 \/ Sorcerer 1 \/ Wizard 1<\/td><\/tr>
Components:<\/b><\/td>V<\/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

With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is.<\/em><\/p>\n\n\t

While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment.<\/p>\n\n\t

This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.<\/p><\/p>Reference: Spell Compendium 108<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"Creatures in a 5-ft.-radius burst","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"_Across the murky plain, a beam of radiance shoots down, highlighting your foes._\n\nBright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.","short_description":"_Across the murky plain, a beam of radiance shoots down, highlighting your foes.","material_components":"0","name":"Guiding Light","level":"Bard 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Guiding Light<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Bard 1 \/ Cleric 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>Long (400 ft. + 40 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Across the murky plain, a beam of radiance shoots down, highlighting your foes.<\/em><\/p>\n\n\t

Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.<\/p><\/p>Reference: Spell Compendium 108<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"_You concentrate on the tooth, speak the words, and a 15-foot-long tentacle sprouts from your stomach. The tentacle has no eyes, but it ends in a set of snapping reptilian jaws._\n\nThe tentacle created by the _gutsnake_ spell is equivalent to a giant constrictor snake (_MM_ 280) except that it is completely obedient to you and moves as you command. The snake has hit points equal to your own full normal total. Attacks against the snake cause you no discomfort and do not disrupt your spellcasting. If it is killed, the tentacle disappears without causing harm to you. The tentacle does not interfere with spellcasting in any way.\n\nOnce each round as a free action, you can have the tentacle attack a creature up to 10 feet away with its bite attack, and if it successfully hits, the tentacle can use the snake's improved grab ability to deal damage through constriction.\n\nIn each round when the _gutsnake_ is constricting a target, you cannot move more than 5 feet away from that target, unless the _gutsnake_ makes a successful grapple check to carry the opponent with you when you move (see _PH_ 155 for grappling rules). This is the only way in which the tentacle restricts movement. While the snake is present, you can use its Balance:skills\/balance\/ and Climb:skills\/climb\/ skill modifiers instead of your own, and you gain a climb speed of 20 feet.\n\n_Focus:_ A fang from any reptile.","short_description":"_You concentrate on the tooth, speak the words, and a 15-foot-long tentacle sprouts from your stomach...","material_components":"0","name":"Gutsnake","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Gutsnake<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Sorcerer 5 \/ Wizard 5<\/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 round\/level (D)<\/td><\/tr><\/table>

\t

You concentrate on the tooth, speak the words, and a 15-foot-long tentacle sprouts from your stomach. The tentacle has no eyes, but it ends in a set of snapping reptilian jaws.<\/em><\/p>\n\n\t

The tentacle created by the gutsnake<\/em> spell is equivalent to a giant constrictor snake (MM<\/em> 280) except that it is completely obedient to you and moves as you command. The snake has hit points equal to your own full normal total. Attacks against the snake cause you no discomfort and do not disrupt your spellcasting. If it is "killed," the tentacle disappears without causing harm to you. The tentacle does not interfere with spellcasting in any way.<\/p>\n\n\t

Once each round as a free action, you can have the tentacle attack a creature up to 10 feet away with its bite attack, and if it successfully hits, the tentacle can use the snake's improved grab ability to deal damage through constriction.<\/p>\n\n\t

In each round when the gutsnake<\/em> is constricting a target, you cannot move more than 5 feet away from that target, unless the gutsnake<\/em> makes a successful grapple check to carry the opponent with you when you move (see PH<\/em> 155 for grappling rules). This is the only way in which the tentacle restricts movement. While the snake is present, you can use its Balance<\/a> and Climb<\/a> skill modifiers instead of your own, and you gain a climb speed of 20 feet.<\/p>\n\n\t

Focus:<\/em> A fang from any reptile.<\/p><\/p>Reference: Spell Compendium 108<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 Standard Action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to four creatures, no two of which are more than 30 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"_Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts._\n\nYou create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.\n\nThe missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.\n\nYou gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However,you must designate targets before rolling for spell resistance or damage. ","short_description":"_Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strik...","material_components":"0","name":"Force Missiles","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Force Missiles<\/h5><\/p>
Evocation<\/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>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>Yes<\/td><\/tr><\/table>

\t

Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.<\/em><\/p>\n\n\t

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.<\/p>\n\n\t

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.<\/p>\n\n\t

You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However,you must designate targets before rolling for spell resistance or damage.<\/p><\/p>Reference: Spell Compendium 98<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"_You speak the words of the spell and your mind feels clearer and more organized, as if it were mere drawers where everything was put in its proper place. Your face grows calmer and unexpressive, but your thoughts are more rational and ordered._\n\nThe subject gains a +4 resistance bonus on Will saving throws to resist mind-affecting spells and abilities.\n\nWhile in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 competence bonus on Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.","short_description":"_You speak the words of the spell and your mind feels clearer and more organized, as if it were mere ...","material_components":"0","name":"Mechanus Mind","level":"Sorcerer 2 \/ Wizard 2","full_text":"

Mechanus Mind<\/h5><\/p>
Enchantment (Compulsion)<\/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>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

You speak the words of the spell and your mind feels clearer and more organized, as if it were mere drawers where everything was put in its proper place. Your face grows calmer and unexpressive, but your thoughts are more rational and ordered.<\/em><\/p>\n\n\t

The subject gains a +4 resistance bonus on Will saving throws to resist mind-affecting spells and abilities.<\/p>\n\n\t

While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 competence bonus on Intelligence-based checks, but takes a -2 penalty on Charisma-based checks.<\/p><\/p>Reference: Spell Compendium 140<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"_You blow across your open palm at your opponent, and your breath coalesces into a cloud of glowing yellow spores that surround your foe's head, driving through its scalp into the brain beneath._\n\nYou create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat away at the subject's brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A successful save ends the spores' advance and halts any further Intelligence drain.","short_description":"_You blow across your open palm at your opponent, and your breath coalesces into a cloud of glowing y...","material_components":"0","name":"Memory Rot","level":"Druid 5","full_text":"

Memory Rot<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 5<\/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>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You blow across your open palm at your opponent, and your breath coalesces into a cloud of glowing yellow spores that surround your foe's head, driving through its scalp into the brain beneath.<\/em><\/p>\n\n\t

You create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat away at the subject's brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A successful save ends the spores' advance and halts any further Intelligence drain.<\/p><\/p>Reference: Spell Compendium 140<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Nonmagical metal object weighing up to 5 lb.\/level","effect":"","area":"","duration":"1 round","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"_You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow._\n\nYou alter the physical properties of a metal object so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. An item in a creature's possession is allowed a Will save, using the creature's saving throw bonus unless its own is higher.\n\nMaterial Component: A drop of mercury in a vial.","short_description":"_You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow...","material_components":"0","name":"Metal Melt","level":"Sorcerer 4 \/ Wizard 4","full_text":"

Metal Melt<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>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>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (object)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow.<\/em><\/p>\n\n\t

You alter the physical properties of a metal object so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. An item in a creature's possession is allowed a Will save, using the creature's saving throw bonus unless its own is higher.<\/p>\n\n\t

Material Component: A drop of mercury in a vial.<\/p><\/p>Reference: Spell Compendium 140<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"30 ft.","target":"Cone-shaped burst or one solid object; see text","effect":"","area":"Cone-shaped burst or one solid object; see text","duration":"Instantaneous","saving_throw":"Fortitude half or Will negates (object); see text","spell_resistance":"Yes (object)","description":"_A red mist rises from the ground as you intone this spell, billowing outward from you. Within it you see leaves curl up, scrolls rot from their spindles, and the leather armor of your foes drip from their vulnerable forms._\n\nMiasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell's area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.\n\nAlternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.","short_description":"_A red mist rises from the ground as you intone this spell, billowing outward from you.","material_components":"0","name":"Miasma of Entropy","level":"Druid 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"

Miasma of Entropy<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Druid 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>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude half or Will negates (object); see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (object)<\/td><\/tr><\/table>

\t

A red mist rises from the ground as you intone this spell, billowing outward from you. Within it you see leaves curl up, scrolls rot from their spindles, and the leather armor of your foes drip from their vulnerable forms.<\/em><\/p>\n\n\t

Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell's area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.<\/p>\n\n\t

Alternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.<\/p><\/p>Reference: Spell Compendium 141<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Fortitude negates; see text","spell_resistance":"Yes","description":"_You spit on your fingers and whip your hand in a snakelike motion, imbuing it with poisoning magic._\n\nYou infect the subject with a poison that saps willpower, dealing 1d10 points of Wisdom damage immediately and another 1d10 points of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 your caster level + your Int or Cha modifier, for wizards or sorcerers, respectively).\n\nMaterial Component: A piece of a toadstool.","short_description":"_You spit on your fingers and whip your hand in a snakelike motion, imbuing it with poisoning magic.","material_components":"0","name":"Mind Poison","level":"Sorcerer 3 \/ Wizard 3","full_text":"

Mind Poison<\/h5><\/p>
Necromancy<\/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>Touch<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You spit on your fingers and whip your hand in a snakelike motion, imbuing it with poisoning magic.<\/em><\/p>\n\n\t

You infect the subject with a poison that saps willpower, dealing 1d10 points of Wisdom damage immediately and another 1d10 points of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1\/2 your caster level + your Int or Cha modifier, for wizards or sorcerers, respectively).<\/p>\n\n\t

Material Component: A piece of a toadstool.<\/p><\/p>Reference: Spell Compendium 141<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_By waving a scarlet cloth and shouting taunts at your intended subject, you gain its undivided attention._\n\nYou fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat. The target must be able to see you when you cast this spell. If the subject later loses line of sight to you, the spell immediately ends. (A subject can't voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely.)\n\nIf the subject threatens you, it must make a full attack against you using a melee weapon or a natural weapon. If the subject doesn't threaten you at the start of its turn, it must move toward you (taking nothing but move actions) and end its movement as close to you as possible. If it gets close enough with a single move action to threaten you, it stops and makes a melee attack against you as normal.\n\nWhile under the effect of a mindless rage spell, the subject can make use of all its normal melee combat skills, abilities, and feats--either offensive or defensive. However, the subject can't make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can't make any attack against a creature other than you.\n\nThe subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach you.\n\nAn interesting side effect of mindless rage occurs when the spell affects any character or creature that has the rage ability (such as a barbarian). In these cases, the mindless rage spell automatically activates the creature's rage ability (and counts as one of the creature's uses of rage for that day).\n\nFocus: A scarlet handkerchief or similar piece of cloth, waved in the target's direction while you vocalize the verbal component.","short_description":"_By waving a scarlet cloth and shouting taunts at your intended subject, you gain its undivided atten...","material_components":"0","name":"Mindless Rage","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Mindless Rage<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ 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>Medium (100 ft. + 10 ft.\/level)<\/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

By waving a scarlet cloth and shouting taunts at your intended subject, you gain its undivided attention.<\/em><\/p>\n\n\t

You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat. The target must be able to see you when you cast this spell. If the subject later loses line of sight to you, the spell immediately ends. (A subject can't voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely.)<\/p>\n\n\t

If the subject threatens you, it must make a full attack against you using a melee weapon or a natural weapon. If the subject doesn't threaten you at the start of its turn, it must move toward you (taking nothing but move actions) and end its movement as close to you as possible. If it gets close enough with a single move action to threaten you, it stops and makes a melee attack against you as normal.<\/p>\n\n\t

While under the effect of a mindless rage spell, the subject can make use of all its normal melee combat skills, abilities, and feats—either offensive or defensive. However, the subject can't make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can't make any attack against a creature other than you.<\/p>\n\n\t

The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach you.<\/p>\n\n\t

An interesting side effect of mindless rage occurs when the spell affects any character or creature that has the rage ability (such as a barbarian). In these cases, the mindless rage spell automatically activates the creature's rage ability (and counts as one of the creature's uses of rage for that day).<\/p>\n\n\t

Focus: A scarlet handkerchief or similar piece of cloth, waved in the target's direction while you vocalize the verbal component.<\/p><\/p>Reference: Spell Compendium 142<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"_Your fingertips glow blue, and you add a few details to enhance your disguise._\n\nYou use magic to make minor, cosmetic changes in your appearance. The spell does not change the actual structure of either your features or body. It can add color to hair, paint wrinkles upon your face, give you a scar, or darken your teeth. This spell gives you a +2 competence bonus on the next Disguise check you make during its duration.","short_description":"_Your fingertips glow blue, and you add a few details to enhance your disguise.","material_components":"0","name":"Minor Disguise","level":"Bard 0","full_text":"

Minor Disguise<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 0<\/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<\/td><\/tr><\/table>

\t

Your fingertips glow blue, and you add a few details to enhance your disguise.<\/em><\/p>\n\n\t

You use magic to make minor, cosmetic changes in your appearance. The spell does not change the actual structure of either your features or body. It can add color to hair, paint wrinkles upon your face, give you a scar, or darken your teeth. This spell gives you a +2 competence bonus on the next Disguise check you make during its duration.<\/p><\/p>Reference: Spell Compendium 142<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","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":"_Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a violet shade. The dwarf starts moving toward it, his eyes tinged violet with greed._\n\nWhen you cast this spell, you designate a target creature and specify an object, both of which must be within the spell's range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).\n\nOnce the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally.\n\nDragons, due to their greedy nature, take a -4 penalty on their saving throws against this spell.\n\nMaterial Component: A copper piece.","short_description":"_Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a...","material_components":"0","name":"Miser's Envy","level":"Bard 2 \/ Wizard 3 \/ Sorcerer 3","full_text":"

Miser's Envy<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 2 \/ Wizard 3 \/ Sorcerer 3<\/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>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a violet shade. The dwarf starts moving toward it, his eyes tinged violet with greed.<\/em><\/p>\n\n\t

When you cast this spell, you designate a target creature and specify an object, both of which must be within the spell's range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).<\/p>\n\n\t

Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally.<\/p>\n\n\t

Dragons, due to their greedy nature, take a -4 penalty on their saving throws against this spell.<\/p>\n\n\t

Material Component: A copper piece.<\/p><\/p>Reference: Spell Compendium 142<\/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":"None","spell_resistance":"Yes","description":"_You feel a dark, oppressive weight pressing against your mind. When you touch your target, the weight lifts. The creature you touched seems now to be battling with a similar oppression._\n\nWhen you cast this spell and touch a creature that is under the influence of a mind-affecting spell or ability, that creature immediately receives another saving throw against the effect's original DC to break free of the effect. If the spell or ability did not originally permit a saving throw, this spell has no effect.","short_description":"_You feel a dark, oppressive weight pressing against your mind.","material_components":"0","name":"Moment of Clarity","level":"Paladin 1","full_text":"

Moment of Clarity<\/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>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

You feel a dark, oppressive weight pressing against your mind. When you touch your target, the weight lifts. The creature you touched seems now to be battling with a similar oppression.<\/em><\/p>\n\n\t

When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or ability, that creature immediately receives another saving throw against the effect's original DC to break free of the effect. If the spell or ability did not originally permit a saving throw, this spell has no effect.<\/p><\/p>Reference: Spell Compendium 142<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"24 hours\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_Calling upon your reserves of personal power, you reach outward with your mind and gain control of the will of your foe._\n\nThis spell functions like _true domination_:spells\/spell-compendium--86\/true-domination--4321\/ (page 224), except that the subject can be any creature and is permanently dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.","short_description":"_Calling upon your reserves of personal power, you reach outward with your mind and gain control of t...","material_components":"0","name":"Monstrous Thrall","level":"","full_text":"

Monstrous Thrall<\/h5><\/p>
Enchantment (Compulsion)<\/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>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>24 hours\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Calling upon your reserves of personal power, you reach outward with your mind and gain control of the will of your foe.<\/em><\/p>\n\n\t

This spell functions like true domination<\/em><\/a> (page 224), except that the subject can be any creature and is permanently dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a saving throw with a -4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.<\/p><\/p>Reference: Spell Compendium 142<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"A swordlike beam","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"A 3-foot-long blazing beam of moonlight springs forth from your hand._\n\nYou call a swordlike beam of moonlight into your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.\n\nAttacks with a moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage +1 point per two caster levels (to a maximum of +10) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage +1 point per caster level (to a maximum of +20) per blow. The blade is immaterial, and your Strength modifier does not apply to the damage.\n\nA successful moon blade strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is equal to 10 + damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid losing the spell in addition to the check on its next turn.)\n\nArcane Material Component: A small candy made with wintergreen oil.","short_description":"A 3-foot-long blazing beam of moonlight springs forth from your hand.","material_components":"0","name":"Moon Blade","level":"","full_text":"

Moon Blade<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>0 ft.<\/td><\/tr>
Effect:<\/b><\/td>A swordlike beam<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A 3-foot-long blazing beam of moonlight springs forth from your hand._<\/p>\n\n\t

You call a swordlike beam of moonlight into your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.<\/p>\n\n\t

Attacks with a moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage +1 point per two caster levels (to a maximum of +10) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage +1 point per caster level (to a maximum of +20) per blow. The blade is immaterial, and your Strength modifier does not apply to the damage.<\/p>\n\n\t

A successful moon blade strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is equal to 10 + damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid losing the spell in addition to the check on its next turn.)<\/p>\n\n\t

Arcane Material Component: A small candy made with wintergreen oil.<\/p><\/p>Reference: Spell Compendium 143<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half (living target) or Will negates (undead target)","spell_resistance":"Yes","description":"_Picturing a full moon in your mind you call upon the cyclical energies of the celestial body. You create a bolt of shimmering moonlight that streaks from your outstretched hand._\n\nA moon bolt strikes unerringly against any living or undead creature in range.\n\nA living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.\n\nAn undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.","short_description":"_Picturing a full moon in your mind you call upon the cyclical energies of the celestial body.","material_components":"0","name":"Moon Bolt","level":"Cleric 4 \/ Druid 4","full_text":"

Moon Bolt<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 4 \/ Druid 4<\/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>Fortitude half (living target) or Will negates (undead target)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Picturing a full moon in your mind you call upon the cyclical energies of the celestial body. You create a bolt of shimmering moonlight that streaks from your outstretched hand.<\/em><\/p>\n\n\t

A moon bolt strikes unerringly against any living or undead creature in range.<\/p>\n\n\t

A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.<\/p>\n\n\t

An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.<\/p><\/p>Reference: Spell Compendium 143<\/div>","reference":"User"},{"school":"Illusion","subschool":"Pattern","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will partial","spell_resistance":"Yes","description":"_Forcefully presenting a silver ingot in your hand, you extol the virtues of the moon's beauty in a language both beautiful and dead. The words of your loving declaration call forth a silver-white glow around your target that swiftly fades._\n\nThis spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon, staring at the moon or imagining it in its mind, and is considered fascinated for the duration of the spell.\n\nIf the saving throw is successful, the subject is instead dazzled for the duration of the spell.\n\nSightless creatures are not affected by this spell.\n\nFocus: A silver ingot worth 5 gp.","short_description":"_Forcefully presenting a silver ingot in your hand, you extol the virtues of the moon's beauty in a l...","material_components":"0","name":"Moon Lust","level":"Cleric 1","full_text":"

Moon Lust<\/h5><\/p>
Illusion (Pattern)<\/td><\/tr>
Level:<\/b><\/td>Cleric 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 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will partial<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Forcefully presenting a silver ingot in your hand, you extol the virtues of the moon's beauty in a language both beautiful and dead. The words of your loving declaration call forth a silver-white glow around your target that swiftly fades.<\/em><\/p>\n\n\t

This spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon, staring at the moon or imagining it in its mind, and is considered fascinated for the duration of the spell.<\/p>\n\n\t

If the saving throw is successful, the subject is instead dazzled for the duration of the spell.<\/p>\n\n\t

Sightless creatures are not affected by this spell.<\/p>\n\n\t

Focus: A silver ingot worth 5 gp.<\/p><\/p>Reference: Spell Compendium 143<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A variable-width, glowing white stair or bridge of translucent force up to 15 ft.\/level long; see text","area":"","duration":"1 minute\/level (D)","saving_throw":"None; see text","spell_resistance":"No","description":"_As you cast this spell, pure, pale moonlight shapes itself into a stair or bridge, as you desire._\n\nMoon path allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip. The strip can be from 3 to 20 feet wide as you decide. (You can vary the width over the ribbon's length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair.\n\nAt the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path. Protected creatures gain the benefit of a sanctuary effect. This functions like the 1st-level spell _sanctuary_:spells\/players-handbook-v35--6\/sanctuary--2359\/ except that the save DC is 15 + your Wis modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects. Protected creatures also stick to the top of the moon path as though they have received spider climb spells. A creature loses both benefits immediately when it leaves the path.\n\nUnlike a _wall of force_:spells\/players-handbook-v35--6\/wall-of-force--2659\/, a moon path can be dispelled. It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds. A disintegrate spell blasts a hole in the path 10 feet square, leaving the rest of the path intact. (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.) A hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen's disjunction destroys a moon path. Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures. Gaze attacks cannot operate through a moon path. \n\nA moon path must be straight, continuous, and unbroken when formed. If its surface would be interrupted by any object or creature, the spell fails. The bridge version of the spell must be created flat. The stair version cannot rise or descend any more sharply than 45 degrees.\n\nArcane Material Component: A white handkerchief.","short_description":"_As you cast this spell, pure, pale moonlight shapes itself into a stair or bridge, as you desire.","material_components":"0","name":"Moon Path","level":"","full_text":"

Moon Path<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td><\/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>
Effect:<\/b><\/td>A variable-width, glowing white stair or bridge of translucent force up to 15 ft.\/level long; see text<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As you cast this spell, pure, pale moonlight shapes itself into a stair or bridge, as you desire.<\/em><\/p>\n\n\t

Moon path allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip. The strip can be from 3 to 20 feet wide as you decide. (You can vary the width over the ribbon's length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair.<\/p>\n\n\t

At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path. Protected creatures gain the benefit of a sanctuary effect. This functions like the 1st-level spell sanctuary<\/em><\/a> except that the save DC is 15 + your Wis modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects. Protected creatures also stick to the top of the moon path as though they have received spider climb spells. A creature loses both benefits immediately when it leaves the path.<\/p>\n\n\t

Unlike a wall of force<\/em><\/a>, a moon path can be dispelled. It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds. A disintegrate spell blasts a hole in the path 10 feet square, leaving the rest of the path intact. (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.) A hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen's disjunction destroys a moon path. Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures. Gaze attacks cannot operate through a moon path. <\/p>\n\n\t

A moon path must be straight, continuous, and unbroken when formed. If its surface would be interrupted by any object or creature, the spell fails. The bridge version of the spell must be created flat. The stair version cannot rise or descend any more sharply than 45 degrees.<\/p>\n\n\t

Arcane Material Component: A white handkerchief.<\/p><\/p>Reference: Spell Compendium 143<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"1 minute\/level (D)","saving_throw":"None or Will negates; see text","spell_resistance":"No","description":"_As you complete this spell, a swath of pale moonlight springs from your hand._\n\nOn your turn each round, you can change the direction the cone of light points.\n\nLight from a moonbeam spell does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make a Will save to avoid involuntarily assuming their animal forms. A lycanthrope in animal form can change out of it on the creature's next turn (spending a round in animal form). However, if it is still in the area of the spell, it must succeed on a Will save to do so. Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.\n\nMoonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it. Darkness spells of higher level block a moonbeam.\n\nArcane Material Component: A pinch of white powder.","short_description":"_As you complete this spell, a swath of pale moonlight springs from your hand.","material_components":"0","name":"Moonbeam","level":"","full_text":"

Moonbeam<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td><\/td><\/tr>
Components:<\/b><\/td>V, S, M<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr>
Saving Throw:<\/b><\/td>None or Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

As you complete this spell, a swath of pale moonlight springs from your hand.<\/em><\/p>\n\n\t

On your turn each round, you can change the direction the cone of light points.<\/p>\n\n\t

Light from a moonbeam spell does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make a Will save to avoid involuntarily assuming their animal forms. A lycanthrope in animal form can change out of it on the creature's next turn (spending a round in animal form). However, if it is still in the area of the spell, it must succeed on a Will save to do so. Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.<\/p>\n\n\t

Moonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it. Darkness spells of higher level block a moonbeam.<\/p>\n\n\t

Arcane Material Component: A pinch of white powder.<\/p><\/p>Reference: Spell Compendium 144<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"3 motes of electricity","area":"","duration":"Instantaneous or up to 3 rounds; see text","saving_throw":"None","spell_resistance":"Yes","description":"_Sparks flit among your fingers as you call electricity from the surrounding air._\n\nThis spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell's range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6).\n\nIf you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.\n\nMaterial Component: A small piece of moonstone.","short_description":"_Sparks flit among your fingers as you call electricity from the surrounding air.","material_components":"0","name":"Moonbow","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Moonbow<\/h5><\/p>
Evocation<\/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>
Effect:<\/b><\/td>3 motes of electricity<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous or up to 3 rounds; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Sparks flit among your fingers as you call electricity from the surrounding air.<\/em><\/p>\n\n\t

This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell's range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6).<\/p>\n\n\t

If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.<\/p>\n\n\t

Material Component: A small piece of moonstone.<\/p><\/p>Reference: Spell Compendium 144<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Area: Cone-shaped burst and coneshaped emanation; see text","duration":"Instantaneous and 1 round\/level; see text","saving_throw":"Reflex half and Will negates; see text","spell_resistance":"Yes","description":"_A cone of fiery white moonlight springs from your hand._\n\nLiving creatures in the area of a moonfire spell feel an unnatural chill and take 1d8 points of damage per two caster levels (maximum 10d8). Undead and shapechangers take 1d8 points of damage per caster level (maximum 20d8). This application of the spell allows a Reflex save for half damage.\n\nAll magical auras within the cone glow with a faint blue light for 1 round per caster level. Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.\n\nThe entire area covered by the cone glows silver-white for 1 round per caster level. This radiance is as bright as the light of a full moon and negates electricity damage for 1 round per caster level unless the item or creature generating the electricity effect makes a caster level check (1d20 + item's caster level or creature's caster level) against a DC equal to 10 + your caster level. If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect unless the creature generating the effect succeeds on a caster level check. If an electricity effect is generated inside the glowing cone, the cone negates the electricity effect unless the creature generating the effect succeeds on a caster level check.","short_description":"_A cone of fiery white moonlight springs from your hand.","material_components":"0","name":"Moonfire","level":"","full_text":"

Moonfire<\/h5><\/p>
Evocation<\/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>60 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous and 1 round\/level; see text<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half and Will negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

A cone of fiery white moonlight springs from your hand.<\/em><\/p>\n\n\t

Living creatures in the area of a moonfire spell feel an unnatural chill and take 1d8 points of damage per two caster levels (maximum 10d8). Undead and shapechangers take 1d8 points of damage per caster level (maximum 20d8). This application of the spell allows a Reflex save for half damage.<\/p>\n\n\t

All magical auras within the cone glow with a faint blue light for 1 round per caster level. Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.<\/p>\n\n\t

The entire area covered by the cone glows silver-white for 1 round per caster level. This radiance is as bright as the light of a full moon and negates electricity damage for 1 round per caster level unless the item or creature generating the electricity effect makes a caster level check (1d20 + item's caster level or creature's caster level) against a DC equal to 10 + your caster level. If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect unless the creature generating the effect succeeds on a caster level check. If an electricity effect is generated inside the glowing cone, the cone negates the electricity effect unless the creature generating the effect succeeds on a caster level check.<\/p><\/p>Reference: Spell Compendium 144<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"_By calling upon the primordial powers of elemental earth, you complete the spell. A feeling of stubborn determination fills your soul until you touch the spell's intended recipient. You see then in that creature a hint of the same feeling of determination._\n\nWhile this spell is in effect, the subject can root itself to the ground as a free action. The subject gains a bonus equal to your caster level against any attempts to grapple, lift, push, bull rush, overrun, throw, trip, or otherwise force the subject to move against its will through either physical or magical means. If at any point such an effort succeeds and the subject is forced to move, the spell ends immediately. Any voluntary movement on the subject's part does not end the spell (although a creature cannot be rooted while it moves), and the subject can reroot itself elsewhere in the same manner as described above.","short_description":"_By calling upon the primordial powers of elemental earth, you complete the spell.","material_components":"0","name":"Mountain Stance","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"

Mountain Stance<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 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>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

By calling upon the primordial powers of elemental earth, you complete the spell. A feeling of stubborn determination fills your soul until you touch the spell's intended recipient. You see then in that creature a hint of the same feeling of determination.<\/em><\/p>\n\n\t

While this spell is in effect, the subject can root itself to the ground as a free action. The subject gains a bonus equal to your caster level against any attempts to grapple, lift, push, bull rush, overrun, throw, trip, or otherwise force the subject to move against its will through either physical or magical means. If at any point such an effort succeeds and the subject is forced to move, the spell ends immediately. Any voluntary movement on the subject's part does not end the spell (although a creature cannot be rooted while it moves), and the subject can "reroot" itself elsewhere in the same manner as described above.<\/p><\/p>Reference: Spell Compendium 144<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Cloud spreads in a 30-ft. radius, 20 ft. high","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex partial; see text","spell_resistance":"No","description":"_Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you._\n\nYou create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.\n\nAny creature within the cloud has concealment. Winds do not affect the cloud's direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.","short_description":"_Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling stea...","material_components":"0","name":"Murderous Mist","level":"Druid 4","full_text":"

Murderous Mist<\/h5><\/p>
Conjuration (Creation)<\/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>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex partial; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you.<\/em><\/p>\n\n\t

You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.<\/p>\n\n\t

Any creature within the cloud has concealment. Winds do not affect the cloud's direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.<\/p><\/p>Reference: Spell Compendium 145<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_With a touch, you gift your animal ally with nature's strength, resilience, and speed._\n\nThe affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1d8 temporary hit points per caster level, plus the effect of a _haste_:spells\/players-handbook-v35--6\/haste--2823\/ spell (PH 239).","short_description":"_With a touch, you gift your animal ally with nature's strength, resilience, and speed.","material_components":"0","name":"Nature's Avatar","level":"Druid 9","full_text":"

Nature's Avatar<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 9<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift 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

With a touch, you gift your animal ally with nature's strength, resilience, and speed.<\/em><\/p>\n\n\t

The affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1d8 temporary hit points per caster level, plus the effect of a haste<\/em><\/a> spell (PH 239).<\/p><\/p>Reference: Spell Compendium 145<\/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":"_Touching your friend, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life in the center of your chest, and it travels down your arm into his form, granting him a portion of your power._\n\nYou take a -4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score. You get no saving throw to avoid the loss, but your subject can attempt a Fortitude save to avoid the gain, if desired.","short_description":"_Touching your friend, you concentrate, imagining a light flowing from your body into his.","material_components":"0","name":"Nature's Balance","level":"Druid 3","full_text":"

Nature's Balance<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 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>10 minutes\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Touching your friend, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life in the center of your chest, and it travels down your arm into his form, granting him a portion of your power.<\/em><\/p>\n\n\t

You take a -4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score. You get no saving throw to avoid the loss, but your subject can attempt a Fortitude save to avoid the gain, if desired.<\/p><\/p>Reference: Spell Compendium 145<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 minute","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"_Rubbing the animal's side, you whisper the final bit of the spell's ritual. The animal glances at you before turning its attention to your foes, bristling as it does so._\n\nYou grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).","short_description":"_Rubbing the animal's side, you whisper the final bit of the spell's ritual.","material_components":"0","name":"Nature's Favor","level":"Druid 2 \/ Ranger 2","full_text":"

Nature's Favor<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Druid 2 \/ Ranger 2<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>1 swift action<\/td><\/tr>
Range:<\/b><\/td>Touch<\/td><\/tr>
Duration:<\/b><\/td>1 minute<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes (harmless)<\/td><\/tr><\/table>

\t

Rubbing the animal's side, you whisper the final bit of the spell's ritual. The animal glances at you before turning its attention to your foes, bristling as it does so.<\/em><\/p>\n\n\t

You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).<\/p><\/p>Reference: Spell Compendium 146<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Structure up to 40 ft. square","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"_With a final wave of your hand, the ground beneath your feet trembles and the landscape shifts into a new form._\n\nYou shape a natural setting into a formidable defensive position. Usually this spell is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although nature's rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effect of the spell depends on the terrain:\n\n*Open Outdoor Site:* A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive cover. Attackers approaching on foot must scramble down into the ditch and then climbing 10 feet to reach the top of the dike (Climb DC 10).\n\n*Rough Outdoor Site or Cavern:* Loose stones and boulders, dead wood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive cover.\n\n*Marshy or Low-Lying Site:* In areas such as marsh, bog, swamp, or tundra, nature's rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to 1\/4 their normal speed (minimum 5 feet) and cannot charge or run.\n\nFocus: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.","short_description":"_With a final wave of your hand, the ground beneath your feet trembles and the landscape shifts into ...","material_components":"0","name":"Nature's Rampart","level":"Druid 3 \/ Ranger 3","full_text":"

Nature's Rampart<\/h5><\/p>td width='25%'>Saving Throw:<\/b><\/td>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Druid 3 \/ Ranger 3<\/td><\/tr>
Components:<\/b><\/td>V, S<\/td><\/tr>
Casting Time:<\/b><\/td>10 minutes<\/td><\/tr>
Range:<\/b><\/td>Medium (100 ft. + 10 ft.\/level)<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

With a final wave of your hand, the ground beneath your feet trembles and the landscape shifts into a new form.<\/em><\/p>\n\n\t

You shape a natural setting into a formidable defensive position. Usually this spell is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although nature's rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effect of the spell depends on the terrain:<\/p>\n\n\t

Open Outdoor Site:<\/strong> A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive cover. Attackers approaching on foot must scramble down into the ditch and then climbing 10 feet to reach the top of the dike (Climb DC 10).<\/p>\n\n\t

Rough Outdoor Site or Cavern:<\/strong> Loose stones and boulders, dead wood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive cover.<\/p>\n\n\t

Marshy or Low-Lying Site:<\/strong> In areas such as marsh, bog, swamp, or tundra, nature's rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to 1\/4 their normal speed (minimum 5 feet) and cannot charge or run.<\/p>\n\n\t

Focus: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.<\/p><\/p>Reference: Spell Compendium 146<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped emanation","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"_Reaching out with your heart, you seek knowledge of the health of plants and animals in the area._\n\nThis spell is similar to _deathwatch_:spells\/players-handbook-v35--6\/deathwatch--2728\/ (PH 217), but it functions only on animals and plants. In addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).","short_description":"_Reaching out with your heart, you seek knowledge of the health of plants and animals in the area.","material_components":"0","name":"Naturewatch","level":"Druid 0 \/ Ranger 1","full_text":"

Naturewatch<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>Druid 0 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>S<\/td><\/tr>
Casting Time:<\/b><\/td>1 standard action<\/td><\/tr>
Range:<\/b><\/td>30 ft.<\/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

Reaching out with your heart, you seek knowledge of the health of plants and animals in the area.<\/em><\/p>\n\n\t

This spell is similar to deathwatch<\/em><\/a> (PH 217), but it functions only on animals and plants. In addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).<\/p><\/p>Reference: Spell Compendium 146<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"No","description":"_You windmill your arm to complete the spell and nearly gag before exhaling a great gout of putrid-smelling green gas._\n\nYou breathe out a cone of nauseating vapors. Any creature in the area must succeed on a Fortitude save or be nauseated for 1d6 rounds.\n\nMaterial Component: A piece of fish at least one day old.","short_description":"_You windmill your arm to complete the spell and nearly gag before exhaling a great gout of putrid-sm...","material_components":"0","name":"Nauseating Breath","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"

Nauseating Breath<\/h5><\/p>
Conjuration (Creation)<\/td><\/tr>
Level:<\/b><\/td>Cleric 3 \/ 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>30 ft.<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Fortitude negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You windmill your arm to complete the spell and nearly gag before exhaling a great gout of putrid-smelling green gas.<\/em><\/p>\n\n\t

You breathe out a cone of nauseating vapors. Any creature in the area must succeed on a Fortitude save or be nauseated for 1d6 rounds.<\/p>\n\n\t

Material Component: A piece of fish at least one day old.<\/p><\/p>Reference: Spell Compendium 146<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"10-ft.-radius emanation centered on you","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"_You speak the ancient words of this spell and an aura of black, crackling negative energy surrounds you._\n\nEach round on your turn, every living creature within 10 feet of you loses 1 hit point per three caster levels (maximum 5). Undead creatures instead gain 2 hit points per round (though they can't exceed their full normal hit point total from this effect). Characters with immunity to negative energy effects are not affected by this aura. The aura does not affect you.","short_description":"_You speak the ancient words of this spell and an aura of black, crackling negative energy surrounds ...","material_components":"0","name":"Negative Energy Aura","level":"Cleric 4","full_text":"

Negative Energy Aura<\/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>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level<\/td><\/tr><\/table>

\t

You speak the ancient words of this spell and an aura of black, crackling negative energy surrounds you.<\/em><\/p>\n\n\t

Each round on your turn, every living creature within 10 feet of you loses 1 hit point per three caster levels (maximum 5). Undead creatures instead gain 2 hit points per round (though they can't exceed their full normal hit point total from this effect). Characters with immunity to negative energy effects are not affected by this aura. The aura does not affect you.<\/p><\/p>Reference: Spell Compendium 143<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"None (harmless)","spell_resistance":"Yes","description":"_You suffuse your ally with a brief, blue glow. He jerks away from you, as if he can anticipate your next action._\n\nYou cast this spell when you and your party roll for initiative. Unlike other immediate actions, you can cast this spell while flat-footed. You enhance the subject's reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.","short_description":"_You suffuse your ally with a brief, blue glow.","material_components":"0","name":"Nerveskitter","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Nerveskitter<\/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 immediate action<\/td><\/tr>
Range:<\/b><\/td>Close (25 ft. + 5 ft.\/2 levels)<\/td><\/tr>
Duration:<\/b><\/td>1 round<\/td><\/tr>
Saving Throw:<\/b><\/td>None (harmless)<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You suffuse your ally with a brief, blue glow. He jerks away from you, as if he can anticipate your next action.<\/em><\/p>\n\n\t

You cast this spell when you and your party roll for initiative. Unlike other immediate actions, you can cast this spell while flat-footed. You enhance the subject's reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.<\/p><\/p>Reference: Spell Compendium 146<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","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 25 ft. apart","effect":"","area":"","duration":"1d6 rounds","saving_throw":"Will negates","spell_resistance":"Yes","description":"_You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them._\n\nThis spell gives the subjects concealment, but the shifting magic shadows also inhibit the subjects' ability to ascertain their surroundings. The subjects can see only 5 feet through the shadows that coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows.","short_description":"_You cast the spell, and the surrounding shadows shift at your command, flying toward your targets an...","material_components":"0","name":"Net of Shadows","level":"Sorcerer 1 \/ Wizard 1","full_text":"

Net of Shadows<\/h5><\/p>
Illusion (Shadow)<\/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>
Duration:<\/b><\/td>1d6 rounds<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them.<\/em><\/p>\n\n\t

This spell gives the subjects concealment, but the shifting magic shadows also inhibit the subjects' ability to ascertain their surroundings. The subjects can see only 5 feet through the shadows that coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows.<\/p><\/p>Reference: Spell Compendium 147<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"_Your music calms your foe, sending it to sleep while it remains upright. As you perform, it starts to twitch and moan, as if tormented by unseen fears._\n\nThis spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.","short_description":"_Your music calms your foe, sending it to sleep while it remains upright.","material_components":"0","name":"Nightmare Lullaby","level":"Bard 2","full_text":"

Nightmare Lullaby<\/h5><\/p>
Enchantment (Compulsion)<\/td><\/tr>
Level:<\/b><\/td>Bard 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>1 round\/level<\/td><\/tr>
Saving Throw:<\/b><\/td>Will negates<\/td><\/tr>
Spell Resistance:<\/b><\/td>Yes<\/td><\/tr><\/table>

\t

Your music calms your foe, sending it to sleep while it remains upright. As you perform, it starts to twitch and moan, as if tormented by unseen fears.<\/em><\/p>\n\n\t

This spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.<\/p><\/p>Reference: Spell Compendium 147<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"_A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature._\n\nYour touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.)\n\nThe spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.","short_description":"_A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a l...","material_components":"0","name":"Night's Caress","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Night's Caress<\/h5><\/p>
Necromancy<\/td><\/tr>
Level:<\/b><\/td>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>Touch<\/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

A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.<\/em><\/p>\n\n\t

Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.)<\/p>\n\n\t

The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.<\/p><\/p>Reference: Spell Compendium 147<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"_With a whisper-quiet whoosh, a field of shadowy energy cloaks your body._\n\nThis spell provides a +1 resistance bonus on saving throws; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, the spell negates magic missile attacks directed at you.","short_description":"_With a whisper-quiet whoosh, a field of shadowy energy cloaks your body.","material_components":"0","name":"Nightshield","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"

Nightshield<\/h5><\/p>
Abjuration<\/td><\/tr>
Level:<\/b><\/td>Cleric 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>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 minute\/level (D)<\/td><\/tr><\/table>

\t

With a whisper-quiet whoosh, a field of shadowy energy cloaks your body.<\/em><\/p>\n\n\t

This spell provides a +1 resistance bonus on saving throws; this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, the spell negates magic missile attacks directed at you.<\/p><\/p>Reference: Spell Compendium 148<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"_Moving the potion you hold in a circle before you, you finish speaking the words of the spell before quaffing the potion in one gulp. A moment later you feel discomfort as your connection to the arcane energies of the world around you slips away. In its place, you find your mind and body filled with abilities you lacked before._\n\nYou gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and Move Silently checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.\n\nYou lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.\n\nMaterial Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).","short_description":"_Moving the potion you hold in a circle before you, you finish speaking the words of the spell before...","material_components":"0","name":"Nightstalker's Transformation","level":"Sorcerer 5 \/ Wizard 5","full_text":"

Nightstalker's Transformation<\/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 standard action<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>1 round\/level (D)<\/td><\/tr><\/table>

\t

Moving the potion you hold in a circle before you, you finish speaking the words of the spell before quaffing the potion in one gulp. A moment later you feel discomfort as your connection to the arcane energies of the world around you slips away. In its place, you find your mind and body filled with abilities you lacked before.<\/em><\/p>\n\n\t

You gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and Move Silently checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.<\/p>\n\n\t

You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.<\/p>\n\n\t

Material Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).<\/p><\/p>Reference: Spell Compendium 148<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"_A glittering corona of sunlight surrounds your body at a few inches distance--until you release it as a focused blast of divine energy._\n\nThe nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you.\n\nAs a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.","short_description":"_A glittering corona of sunlight surrounds your body at a few inches distance--until you release it a...","material_components":"0","name":"Nimbus of Light","level":"Cleric 1","full_text":"

Nimbus of Light<\/h5><\/p>
Evocation<\/td><\/tr>
Level:<\/b><\/td>Cleric 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 or until discharged (D)<\/td><\/tr><\/table>

\t

A glittering corona of sunlight surrounds your body at a few inches distance—until you release it as a focused blast of divine energy.<\/em><\/p>\n\n\t

The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you.<\/p>\n\n\t

As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.<\/p><\/p>Reference: Spell Compendium 148<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"_You feel a longing for cool waters, and a forceful confidence manifests within you. Your movements and thoughts become filled with grace._\n\nThis potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie (MM 235). Upon casting this spell, you gain a swim speed of 30 feet. You can breathe underwater, and you gain low-light vision and damage reduction 5\/cold iron. You also gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Wisdom, and a +8 enhancement bonus to Charisma.\n\nFocus: A lock of nixie's hair, freely given to you by a nixie.","short_description":"_You feel a longing for cool waters, and a forceful confidence manifests within you.","material_components":"0","name":"Nixie's Grace","level":"Bard 6","full_text":"

Nixie's Grace<\/h5><\/p>
Transmutation<\/td><\/tr>
Level:<\/b><\/td>Bard 6<\/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<\/td><\/tr>
Saving Throw:<\/b><\/td>None<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You feel a longing for cool waters, and a forceful confidence manifests within you. Your movements and thoughts become filled with grace.<\/em><\/p>\n\n\t

This potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie (MM 235). Upon casting this spell, you gain a swim speed of 30 feet. You can breathe underwater, and you gain low-light vision and damage reduction 5\/cold iron. You also gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Wisdom, and a +8 enhancement bonus to Charisma.<\/p>\n\n\t

Focus: A lock of nixie's hair, freely given to you by a nixie.<\/p><\/p>Reference: Spell Compendium 148<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"20-ft.-radius avalanche of snow centered on a point in space; see text","area":"","duration":"Instantaneous","saving_throw":"Reflex half or Reflex negates; see text","spell_resistance":"No","description":"_You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death._\n\nAn obedient avalanche spell affects creatures differently, depending on where they are in relation to the avalanche.\n\n*Within 20 feet of the Center Point:* Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels. A successful Reflex save halves the damage. Creatures who fail their saves are also buried (DMG 90). All squares within 20 feet of the center point are covered in heavy snow (DMG 94), which persists as long as ordinary snow would. A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand.\n\n*Between 20 feet and 40 feet of the Center Point:* Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex negates). Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell. All squares in the 20-foot to 40-foot ring are covered in snow (DMG 94), which persists as long as ordinary snow would.\n\n*Terrain and Structures:* The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (DMG 91) even after the snow melts. Structures struck by an obedient avalanche take 1d6\u00d710 points of damage.\n\nAn obedient avalanche extinguishes all flames it touches, whether they are normal or magical.","short_description":"_You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a fro...","material_components":"0","name":"Obedient Avalanche","level":"Sorcerer 9 \/ Wizard 9","full_text":"

Obedient Avalanche<\/h5><\/p>
Conjuration (Creation)<\/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>
Effect:<\/b><\/td>20-ft.-radius avalanche of snow centered on a point in space; see text<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr>
Saving Throw:<\/b><\/td>Reflex half or Reflex negates; see text<\/td><\/tr>
Spell Resistance:<\/b><\/td>No<\/td><\/tr><\/table>

\t

You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death.<\/em><\/p>\n\n\t

An obedient avalanche spell affects creatures differently, depending on where they are in relation to the avalanche.<\/p>\n\n\t

Within 20 feet of the Center Point:<\/strong> Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels. A successful Reflex save halves the damage. Creatures who fail their saves are also buried (DMG<\/span> 90). All squares within 20 feet of the center point are covered in heavy snow (DMG<\/span> 94), which persists as long as ordinary snow would. A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand.<\/p>\n\n\t

Between 20 feet and 40 feet of the Center Point:<\/strong> Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex negates). Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bull rush check, and it pushes characters away from the center point of the spell. All squares in the 20-foot to 40-foot ring are covered in snow (DMG<\/span> 94), which persists as long as ordinary snow would.<\/p>\n\n\t

Terrain and Structures:<\/strong> The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble (DMG<\/span> 91) even after the snow melts. Structures struck by an obedient avalanche take 1d6\u00d710 points of damage.<\/p>\n\n\t

An obedient avalanche extinguishes all flames it touches, whether they are normal or magical.<\/p><\/p>Reference: Spell Compendium 148<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"_A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be._\n\nBased on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour's journey: safety, peril, or great danger.\n\nThe base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly.\n\nIf the omen of peril is successful, you get one of three visions, which lasts just a second or two.\n\n\u2022 Safety: You aren't in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.\n\n\u2022 Peril: You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.\n\n\u2022 Great Danger: Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.\n\nIf the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don't necessarily know that you failed because the DM rolls secretly.\n\nChoosing which vision is correct takes some educated guesswork on the part of the DM, who should assess the characters' likely courses of action and what dangers they're likely to face.\n\nThe exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.\n\nUnlike the more powerful _augury_:spells\/players-handbook-v35--6\/augury--2478\/ spell (PH 202), an omen of peril doesn't respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.\n\nFocus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.","short_description":"_A brief supplication gives you a vision that hints at how dangerous the immediate future is likely t...","material_components":"0","name":"Omen of Peril","level":"Cleric 1 \/ Druid 1 \/ Ranger 1","full_text":"

Omen of Peril<\/h5><\/p>
Divination<\/td><\/tr>
Level:<\/b><\/td>Cleric 1 \/ Druid 1 \/ Ranger 1<\/td><\/tr>
Components:<\/b><\/td>V<\/td><\/tr>
Casting Time:<\/b><\/td>1 round<\/td><\/tr>
Range:<\/b><\/td>Personal<\/td><\/tr>
Duration:<\/b><\/td>Instantaneous<\/td><\/tr><\/table>

\t

A brief supplication gives you a vision that hints at how dangerous the immediate future is likely to be.<\/em><\/p>\n\n\t

Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour's journey: safety, peril, or great danger.<\/p>\n\n\t

The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly.<\/p>\n\n\t

If the omen of peril is successful, you get one of three visions, which lasts just a second or two.<\/p>\n\n\t