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\tThis 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\tFocus:<\/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\tYou 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\tThe 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\tThis 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\tYou 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":" | | | | |