
[[],[{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius spherical emanation centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"A nimbus of light surrounds you, protecting you and those around you from spell effects and the attacks of evil creatures.\nThe aura excludes all spell effects of up to 3rd level, exactly as a minor globe of invulnerability does.\nIn addition, the nimbus protects creatures within it as a magic circle against evil at double strength.\nWarded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves against attacks from evil creatures, and they are protected from possession, mental control, and bodily contact by summoned or conjured creatures.\nAbstinence Component: You must fast for 24 hours before casting this spell.","short_description":"A nimbus of light surrounds you, protecting you and those around you from spell effects and the attac...","material_components":"0","name":"Bastion of Good","level":"Apostle of Peace 7 \/ Cleric 7","full_text":"<div><p><h5>Bastion of Good<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 7 \/ Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A nimbus of light surrounds you, protecting you and those around you from spell effects and the attacks of evil creatures.<br \/>The aura excludes all spell effects of up to 3rd level, exactly as a minor globe of invulnerability does.<br \/>In addition, the nimbus protects creatures within it as a magic circle against evil at double strength.<br \/>Warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves against attacks from evil creatures, and they are protected from possession, mental control, and bodily contact by summoned or conjured creatures.<br \/>Abstinence Component: You must fast for 24 hours before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Nonevil creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You channel holy power to grant the subject some of the protection enjoyed by celestial creatures.\nThe subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10\/evil.\nMaterial Component: A vial of holy water, with which you anoint the subject's head.","short_description":"You channel holy power to grant the subject some of the protection enjoyed by celestial creatures.","material_components":"0","name":"Celestial Blood","level":"Apostle of Peace 6 \/ Cleric 6","full_text":"<div><p><h5>Celestial Blood<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 6 \/ Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You channel holy power to grant the subject some of the protection enjoyed by celestial creatures.<br \/>The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage reduction 10\/evil.<br \/>Material Component: A vial of holy water, with which you anoint the subject&#39;s head.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 round","range":"30 ft.","target":"One creature\/level","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"Like the _ease pain_:\/spells\/book-of-exalted-deeds--52\/ease-pain--26\/ spell, empyreal ecstasy immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It neither prevents damage nor blocks other effects not directly related to pain (such as the recall agony or recall pain psionic power).\nThe spell also induces a pleasurable fuguelike state that yields a number of additional effects:\n\nFirst, empyreal ecstasy renders its targets immune to mind-affecting spells and effects for the spell's duration, but does not negate mind-influencing effects already in place.\n\nSecond, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.\n\nThird, the fuguelike state induced by the spell makes it difficult for targets to concentrate on certain tasks.\nCreatures in ecstasy take a -4 penalty on all skill checks, and casting a spell while under the influence of _empyreal ecstasy_ requires a DC 15 Concentration check.","short_description":"Like the _ease pain_:\/spells\/book-of-exalted-deeds--52\/ease-pain--26\/ spell, empyreal ecstasy immedia...","material_components":"0","name":"Empyreal Ecstasy","level":"Bard 6","full_text":"<div><p><h5>Empyreal Ecstasy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Like the <a href=\/spells\/book-of-exalted-deeds--52\/ease-pain--26\/><em>ease pain<\/em><\/a> spell, empyreal ecstasy immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It neither prevents damage nor blocks other effects not directly related to pain (such as the recall agony or recall pain psionic power).<br \/>The spell also induces a pleasurable fuguelike state that yields a number of additional effects:<\/p>\n\n\t<p>First, empyreal ecstasy renders its targets immune to mind-affecting spells and effects for the spell&#39;s duration, but does not negate mind-influencing effects already in place.<\/p>\n\n\t<p>Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.<\/p>\n\n\t<p>Third, the fuguelike state induced by the spell makes it difficult for targets to concentrate on certain tasks.<br \/>Creatures in ecstasy take a -4 penalty on all skill checks, and casting a spell while under the influence of <em>empyreal ecstasy<\/em> requires a DC 15 Concentration check.<\/p><\/p>Reference: Book of Exalted Deeds 98<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"Robe, garment, or outfit touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You imbue a robe, priestly garment, or outfit of regular clothing with divine power.\nThe spell bestows the following effects for its duration:\n* +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)\n* Damage reduction 10\/evil\n* Spell resistance 5 + 1 per caster level (maximum SR 25 at 20th level)\n* Reduces ability damage due to spellcasting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost for casting this spell) Only a good-aligned creature gains the benefits of this spell; creatures of nongood alignment can wear the exalted raiment but gain no spell benefits from doing so.\nSacrifice: 1d4 points of Strength damage.","short_description":"You imbue a robe, priestly garment, or outfit of regular clothing with divine power.","material_components":"0","name":"Exalted Raiment","level":"","full_text":"<div><p><h5>Exalted Raiment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a robe, priestly garment, or outfit of regular clothing with divine power.<br \/>The spell bestows the following effects for its duration:\n\t<ul>\n\t\t<li>+1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)<\/li>\n\t\t<li>Damage reduction 10\/evil<\/li>\n\t\t<li>Spell resistance 5 + 1 per caster level (maximum SR 25 at 20th level)<\/li>\n\t\t<li>Reduces ability damage due to spellcasting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost for casting this spell) Only a good-aligned creature gains the benefits of this spell; creatures of nongood alignment can wear the exalted raiment but gain no spell benefits from doing so.<\/li>\n\t<\/ul><br \/>Sacrifice: 1d4 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Robe, garment, or outfit touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"You imbue a robe, priestly garment, or outfit of regular clothing with divine power.\nThe spell bestows the following effects for its duration:\n* +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)\n* Damage reduction 5\/evil Only a good-aligned creature gains the benefits of this spell.\nCreatures of nongood alignment can wear the glorious raiment, but gain no spell benefits from doing so.","short_description":"You imbue a robe, priestly garment, or outfit of regular clothing with divine power.","material_components":"0","name":"Glorious Raiment","level":"Apostle of Peace 2","full_text":"<div><p><h5>Glorious Raiment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a robe, priestly garment, or outfit of regular clothing with divine power.<br \/>The spell bestows the following effects for its duration:\n\t<ul>\n\t\t<li>+1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)<\/li>\n\t\t<li>Damage reduction 5\/evil Only a good-aligned creature gains the benefits of this spell.<\/li>\n\t<\/ul><br \/>Creatures of nongood alignment can wear the glorious raiment, but gain no spell benefits from doing so.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Like shield other, this spell wards the subjects, creating a mystic connection between them and you so that some of their wounds are transferred to you.\nThe subjects each gain a +1 deflection bonus to AC and a +1 resistance bonus on saves.\nAll the subjects take only half damage from all wounds and attacks that deal them hit point damage.\nThe amount of damage not taken by all the warded\ncreatures is taken by you.\nForms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected.\nIf a subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage.\nWhen the spell ends, subsequent damage is no longer divided between you and the subjects, but damage already split is not reassigned to the subjects.\nIf you die while this spell is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject.\nIf a subject moves out of range of the spell, that subject's connection to you is severed but the spell continues as long as there is at least one subject remaining and you remain alive.\nFocus: A platinum ring (worth at least 50 gp) worn by you and each subject of the spell.\nThis spell first appeared in Magic of Faer\u00fbn.","short_description":"Like shield other, this spell wards the subjects, creating a mystic connection between them and you s...","material_components":"0","name":"Glory of the Martyr","level":"Champion of Gwynharwyf 4 \/ Paladin 4","full_text":"<div><p><h5>Glory of the Martyr<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Champion of Gwynharwyf 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Like shield other, this spell wards the subjects, creating a mystic connection between them and you so that some of their wounds are transferred to you.<br \/>The subjects each gain a +1 deflection bonus to AC and a +1 resistance bonus on saves.<br \/>All the subjects take only half damage from all wounds and attacks that deal them hit point damage.<br \/>The amount of damage not taken by all the warded<br \/>creatures is taken by you.<br \/>Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected.<br \/>If a subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage.<br \/>When the spell ends, subsequent damage is no longer divided between you and the subjects, but damage already split is not reassigned to the subjects.<br \/>If you die while this spell is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject.<br \/>If a subject moves out of range of the spell, that subject&#39;s connection to you is severed but the spell continues as long as there is at least one subject remaining and you remain alive.<br \/>Focus: A platinum ring (worth at least 50 gp) worn by you and each subject of the spell.<br \/>This spell first appeared in Magic of Faer\u00fbn.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"1 standard action","range":"Touch","target":"One good creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light.\nThe luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target's movement or mobility in any way.\nIn addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure.\nLuminous armor sheds light equivalent to a daylight spell and counters darkness spells of 2nd level or lower with which it comes into contact.\nIn addition, the armor's brightness causes opponents to take a -4 to penalty on melee attacks made against the target.\nThis penalty stacks with the attack penalty suffered by creatures sensitive to bright light (such as dark elves).\nSacrifice: 1d2 points of Strength damage.","short_description":"This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, ...","material_components":"0","name":"Luminous Armor","level":"","full_text":"<div><p><h5>Luminous Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light.<br \/>The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target&#39;s movement or mobility in any way.<br \/>In addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure.<br \/>Luminous armor sheds light equivalent to a daylight spell and counters darkness spells of 2nd level or lower with which it comes into contact.<br \/>In addition, the armor&#39;s brightness causes opponents to take a -4 to penalty on melee attacks made against the target.<br \/>This penalty stacks with the attack penalty suffered by creatures sensitive to bright light (such as dark elves).<br \/>Sacrifice: 1d2 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC).\nSacrifice: 1d3 points of Strength damage.","short_description":"This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor...","material_components":"0","name":"Luminous Armor, Greater","level":"","full_text":"<div><p><h5>Luminous Armor, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC).<br \/>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"No","description":"When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or effect, that creature immediately receives another saving throw against the effect's original DC to break free of the effect.\nIf the spell or effect did not originally permit a saving throw, this spell has no effect.","short_description":"When you cast this spell and touch a creature that is under the influence of a mind-affecting spell o...","material_components":"0","name":"Moment of Clarity","level":"Paladin 2","full_text":"<div><p><h5>Moment of Clarity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or effect, that creature immediately receives another saving throw against the effect&#39;s original DC to break free of the effect.<br \/>If the spell or effect did not originally permit a saving throw, this spell has no effect.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"One good creature\/level in a 20-ft.-radius burst centered on you","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Phieran's resolve (named after the exalted god of suffering, endurance, and perseverance) was devised to combat wielders of vile magic.\n\nThis spell grants targets a +4 sacred bonus on saving throws against spells with the evil descriptor.\n\nSacrifice: 1d3 points of Strength damage.","short_description":"Phieran's resolve (named after the exalted god of suffering, endurance, and perseverance) was devised...","material_components":"0","name":"Phieran's Resolve","level":"","full_text":"<div><p><h5>Phieran's Resolve<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Phieran&#39;s resolve (named after the exalted god of suffering, endurance, and perseverance) was devised to combat wielders of vile magic.<\/p>\n\n\t<p>This spell grants targets a +4 sacred bonus on saving throws against spells with the evil descriptor.<\/p>\n\n\t<p>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You shield one creature in a nimbus of holy light.\nThe creature gains a +2 sacred bonus to Armor Class.\nIn addition, while protected by this spell, the creature does not lose its Dexterity bonus to AC when flat-footed.\nFor the duration of the spell, you gain awareness of the target's health as with the status spell, and you need not be able to touch the target to heal it with your lay on hands ability.\nUse of the lay on hands ability still requires a standard action, but it can be done at any range provided the target is on the same plane of existence as you.","short_description":"You shield one creature in a nimbus of holy light.","material_components":"0","name":"Sacred Haven","level":"Paladin 4","full_text":"<div><p><h5>Sacred Haven<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You shield one creature in a nimbus of holy light.<br \/>The creature gains a +2 sacred bonus to Armor Class.<br \/>In addition, while protected by this spell, the creature does not lose its Dexterity bonus to AC when flat-footed.<br \/>For the duration of the spell, you gain awareness of the target&#39;s health as with the status spell, and you need not be able to touch the target to heal it with your lay on hands ability.<br \/>Use of the lay on hands ability still requires a standard action, but it can be done at any range provided the target is on the same plane of existence as you.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"Mobile shield","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"A mystic shield of beneficent energies interposes itself between you an incoming magical attack.\nThe shield blocks harmful spells, spell-like abilities, and supernatural abilities.\nIt can only block one such attack each round, intercepting the first but not any later attacks until your next turn.\nAny targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well.\nAttacks with no spell level have a 5% chance per 2 caster levels to shatter the shield.\nAn attack that shatters the shield is dissipated without harming you.\nIf you are within the area or effect of a harmful spell or effect that is not directly targeted on you, the shield of the archons grants you a +4 bonus on your saving throw against the effect.","short_description":"A mystic shield of beneficent energies interposes itself between you an incoming magical attack.","material_components":"0","name":"Shield of the Archons","level":"Apostle of Peace 7 \/ Cleric 7","full_text":"<div><p><h5>Shield of the Archons<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 7 \/ Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Mobile shield<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>A mystic shield of beneficent energies interposes itself between you an incoming magical attack.<br \/>The shield blocks harmful spells, spell-like abilities, and supernatural abilities.<br \/>It can only block one such attack each round, intercepting the first but not any later attacks until your next turn.<br \/>Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well.<br \/>Attacks with no spell level have a 5% chance per 2 caster levels to shatter the shield.<br \/>An attack that shatters the shield is dissipated without harming you.<br \/>If you are within the area or effect of a harmful spell or effect that is not directly targeted on you, the shield of the archons grants you a +4 bonus on your saving throw against the effect.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One living creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground.\nThe cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary function.\nThe starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever.\nContact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).\nMaterial Component: A pinch of dust from a pixie's wing (20 gp).","short_description":"This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touc...","material_components":"0","name":"Starmantle","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Starmantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground.<br \/>The cloak forms over the target&#39;s existing apparel and sheds light as a torch, although this is not the mantle&#39;s primary function.<br \/>The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever.<br \/>Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle&#39;s wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).<br \/>Material Component: A pinch of dust from a pixie&#39;s wing (20 gp).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells.\nIt does not prevent damage or block other effects not directly related to pain.\nThe spell also induces a pleasurable fuguelike state that yields the following additional effects:\nFirst, sublime revelry renders its targets immune to mind-affecting spells and effects for the spell's duration, as well as suppresses (but not dispels) ones currently in effect.\nSecond, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.","short_description":"Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by sym...","material_components":"0","name":"Sublime Revelry","level":"Cleric 9","full_text":"<div><p><h5>Sublime Revelry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells.<br \/>It does not prevent damage or block other effects not directly related to pain.<br \/>The spell also induces a pleasurable fuguelike state that yields the following additional effects:<br \/>First, sublime revelry renders its targets immune to mind-affecting spells and effects for the spell&#39;s duration, as well as suppresses (but not dispels) ones currently in effect.<br \/>Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 standard action","range":"Touch","target":"One creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell.\nHowever, its ability to generate bright light is not the spell's primary function.\nThe sunmantle grants the target damage reduction 5\/-.\nFurthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage.\nBecause of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle.\nSacrifice: 1d4 points of Strength damage.","short_description":"This spell cloaks the target in a wavering cloak of light that illuminates an area around the target ...","material_components":"0","name":"Sunmantle","level":"","full_text":"<div><p><h5>Sunmantle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell.<br \/>However, its ability to generate bright light is not the spell&#39;s primary function.<br \/>The sunmantle grants the target damage reduction 5\/-.<br \/>Furthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage.<br \/>Because of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle.<br \/>Sacrifice: 1d4 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"80-ft.-radius emanation centered on a creature, object, or point in space","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible.\nThe spell can be cast on a point in space, but the effect is stationary.\nThe spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.","short_description":"This spell blocks all telepathic communication within the affected area, making telepathic conversati...","material_components":"0","name":"Telepathy Block","level":"Bard 5 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Telepathy Block<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible.<br \/>The spell can be cast on a point in space, but the effect is stationary.<br \/>The spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"One nonevil creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"By means of this spell, the caster can impart the luck of the fey to one nonevil being.\nThe target gains a +1 luck bonus on all saving throws for the duration of the spell.\nAbstinence: The caster must refrain from imbibing alcohol for 3 days prior to casting this spell.","short_description":"By means of this spell, the caster can impart the luck of the fey to one nonevil being.","material_components":"0","name":"Twilight Luck","level":"","full_text":"<div><p><h5>Twilight Luck<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell, the caster can impart the luck of the fey to one nonevil being.<br \/>The target gains a +1 luck bonus on all saving throws for the duration of the spell.<br \/>Abstinence: The caster must refrain from imbibing alcohol for 3 days prior to casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None; see text","spell_resistance":"No","description":"This spell encapsulates a weapon in a faint blue glow.\nIn addition to dealing normal damage, the weapon dispels on contact any summoned creature or quasireal creature brought into being by a Conjuration (summoning) or Illusion (shadow) spell.\nThis requires a successful dispel check (1d20 + caster's level) against DC 11 + the level of the caster who summoned or created the creature.\nIf the vanishing weapon is a ranged weapon, the spell's effect is imparted to the weapon's ammunition.\nA summoned or quasi-real creature goaded into touching the vanishing weapon is also dispelled.\nThis spell has no effect on called creatures.","short_description":"This spell encapsulates a weapon in a faint blue glow.","material_components":"0","name":"Vanishing Weapon","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Vanishing Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell encapsulates a weapon in a faint blue glow.<br \/>In addition to dealing normal damage, the weapon dispels on contact any summoned creature or quasireal creature brought into being by a Conjuration (summoning) or Illusion (shadow) spell.<br \/>This requires a successful dispel check (1d20 + caster&#39;s level) against DC 11 + the level of the caster who summoned or created the creature.<br \/>If the vanishing weapon is a ranged weapon, the spell&#39;s effect is imparted to the weapon&#39;s ammunition.<br \/>A summoned or quasi-real creature goaded into touching the vanishing weapon is also dispelled.<br \/>This spell has no effect on called creatures.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One good-aligned creature; see text","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None or Reflex half; see text","spell_resistance":"No","description":"A luminous ring of holy power appears above the head of a good creature and remains in place until the spell expires or the creature is slain (reduced to -10 hp).\nIf the latter event occurs, the halo discharges an arc of divine energy that deals 1d6 points of damage per caster level (maximum 20d6) to the target's slayer.\nThe creature subject to the attack can make a Reflex save to reduce the damage by half.\nOnce the vengeance halo unleashes its energy, it disappears and the spell ends.\nAbstinence Component: You must abstain from alcohol for 1 week prior to casting this spell.","short_description":"A luminous ring of holy power appears above the head of a good creature and remains in place until th...","material_components":"0","name":"Vengeance Halo","level":"Cleric 6","full_text":"<div><p><h5>Vengeance Halo<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None or Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A luminous ring of holy power appears above the head of a good creature and remains in place until the spell expires or the creature is slain (reduced to -10 hp).<br \/>If the latter event occurs, the halo discharges an arc of divine energy that deals 1d6 points of damage per caster level (maximum 20d6) to the target&#39;s slayer.<br \/>The creature subject to the attack can make a Reflex save to reduce the damage by half.<br \/>Once the vengeance halo unleashes its energy, it disappears and the spell ends.<br \/>Abstinence Component: You must abstain from alcohol for 1 week prior to casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"2 or more summoned creatures, no two of which can be more than 30 ft. apart","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid in battle against the most fearsome forces of evil.\nThe spell takes place over a period of time.\nThe first round, 2d4 avorals arrive.\nTwo rounds later, a ghaele eladrin arrives to join the fight.\nTwo rounds later, an astral deva arrives.\nOnce these creatures appear, they serve the caster for the duration of the spell.\nThe spell's duration begins the instant the first celestials appear.\nAt the end of the spell's duration, all summoned celestials disappear at once.\nThe celestials only heed the summons if the caster is of good alignment and there are evil foes to fight.\nAfter their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them.\nThe caster does not need to concentrate to maintain control over the celestials.\nShe can dismiss them singly or in groups at any time.\nSacrifice: 1 character level.","short_description":"The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid i...","material_components":"0","name":"Armageddon","level":"","full_text":"<div><p><h5>Armageddon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>2 or more summoned creatures, no two of which can be more than 30 ft. apart<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid in battle against the most fearsome forces of evil.<br \/>The spell takes place over a period of time.<br \/>The first round, 2d4 avorals arrive.<br \/>Two rounds later, a ghaele eladrin arrives to join the fight.<br \/>Two rounds later, an astral deva arrives.<br \/>Once these creatures appear, they serve the caster for the duration of the spell.<br \/>The spell&#39;s duration begins the instant the first celestials appear.<br \/>At the end of the spell&#39;s duration, all summoned celestials disappear at once.<br \/>The celestials only heed the summons if the caster is of good alignment and there are evil foes to fight.<br \/>After their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them.<br \/>The caster does not need to concentrate to maintain control over the celestials.<br \/>She can dismiss them singly or in groups at any time.<br \/>Sacrifice: 1 character level.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"100-ft.\/level radius spread, centered on you","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"A brilliant radiance spreads from you, brightly illuminating the area.\nThe light is similar to that created by the daylight spell, but no magical darkness counters or dispels it.\nFurthermore, evil-aligned creatures are blinded within this light.\nBlinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\nArcane Material Component: A polished rod of pure silver.","short_description":"A brilliant radiance spreads from you, brightly illuminating the area.","material_components":"0","name":"Blinding Glory","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Blinding Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A brilliant radiance spreads from you, brightly illuminating the area.<br \/>The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it.<br \/>Furthermore, evil-aligned creatures are blinded within this light.<br \/>Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.<br \/>Arcane Material Component: A polished rod of pure silver.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1d4 lantern archons, coure eladrins, or musteval guardinals","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral good musteval guardinals from Elysium to your location.\nThey serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have.\nNo matter how many times you cast this spell, you can control no more than 2 HD worth of celestials per caster level.\nIf you exceed this number, all the newly called creatures fall under your control, and any excess servants from previous castings return to their home plane.\nAbstinence Component: The character must abstain from casting Conjuration spells for 3 days prior to casting this spell.","short_description":"You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea,...","material_components":"0","name":"Call Faithful Servants","level":"Cleric 6 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Call Faithful Servants<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1d4 lantern archons, coure eladrins, or musteval guardinals<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral good musteval guardinals from Elysium to your location.<br \/>They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have.<br \/>No matter how many times you cast this spell, you can control no more than 2 HD worth of celestials per caster level.<br \/>If you exceed this number, all the newly called creatures fall under your control, and any excess servants from previous castings return to their home plane.<br \/>Abstinence Component: The character must abstain from casting Conjuration spells for 3 days prior to casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V","casting_time":"1 round","range":"10 ft.","target":"","effect":"Your special mount","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You summon your special mount from the celestial planes where it resides.\nThis works exactly as your normal, spell-like class ability to summon the creature, except that the duration is shorter and you are not limited in how many times you can call the mount in a day (except by how many times you can cast call mount).\nYou can cast this spell even if you have already called your mount using your class ability on the same day.","short_description":"You summon your special mount from the celestial planes where it resides.","material_components":"0","name":"Call Mount","level":"Paladin 2","full_text":"<div><p><h5>Call Mount<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Your special mount<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You summon your special mount from the celestial planes where it resides.<br \/>This works exactly as your normal, spell-like class ability to summon the creature, except that the duration is shorter and you are not limited in how many times you can call the mount in a day (except by how many times you can cast call mount).<br \/>You can cast this spell even if you have already called your mount using your class ability on the same day.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Calls 2d4 bariaur defenders of Ysgard","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"No","description":"You call 2d4 bariaur defenders of Ysgard (see Chapter 8: Monsters) from the plains of Ysgard to your location.\nThey serve you for up to a year, and you may dismiss them at any time.\nThey are intelligent, so you can assign them different tasks.\nThey can refuse to complete a quest or otherwise take on complex burdens without your supervision.\nNo matter how many times you cast this spell, you can control no more than four bariaur rangers; others are released from service and return to Ysgard immediately.\nYou choose which creatures to release.\nSacrifice: 1d3 points of Strength drain.","short_description":"You call 2d4 bariaur defenders of Ysgard (see Chapter 8: Monsters) from the plains of Ysgard to your ...","material_components":"0","name":"Cry of Ysgard","level":"","full_text":"<div><p><h5>Cry of Ysgard<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Calls 2d4 bariaur defenders of Ysgard<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call 2d4 bariaur defenders of Ysgard (see Chapter 8: Monsters) from the plains of Ysgard to your location.<br \/>They serve you for up to a year, and you may dismiss them at any time.<br \/>They are intelligent, so you can assign them different tasks.<br \/>They can refuse to complete a quest or otherwise take on complex burdens without your supervision.<br \/>No matter how many times you cast this spell, you can control no more than four bariaur rangers; others are released from service and return to Ysgard immediately.<br \/>You choose which creatures to release.<br \/>Sacrifice: 1d3 points of Strength drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 round","range":"Special (see text)","target":"","effect":"One conjured dragon cloud (see text)","area":"","duration":"1 min. + 1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"You must cast this spell outdoors, in a place where clouds are visible.\nIt calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragonlike form.\nUpon forming, the dragon-shaped cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you.\n(The time it takes to reach you counts toward the spell's duration).\nOnce it arrives, you can command the dragon cloud like a summoned creature (see the summon nature's ally I spell in the Player's Handbook for details).\nThe dragon cloud speaks Auran.\nAt the end of the spell's duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane.\nThe dragon cloud cannot pass through liquids or solid objects.\nSacrifice: 1d3 points of Constitution damage.\nThe dragon cloud has the following statistics:\nDragon Cloud: Huge elemental (air, extraplanar, good); HD 21d8+84; hp 178; Init +10; Spd fly 150 ft. (average); AC 26, touch 14, flat-footed 20; Base Atk +15; Grp +30; Atk +20 melee (2d6+10\/19-20, bite); Full Atk +20 melee (2d6+7\/19-\n20, bite), +15 melee (2d4 +32, claws); Space\/Reach 15 ft. across\/15 ft.; SA breath weapon; SQ darkvision 60 ft., damage reduction 10\/magic, elemental traits; AL N; SV Fort +11, Ref +18, Will +7; Str 25, Dex 23, Con 18, Int 6, Wis 11, Cha 11.\nSkills and Feats: Listen +19, Spot +19; Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack.\nBreath Weapon (Ex): 100-ft.-long line-shaped burst of lightning every 1d4 rounds; 10d6 points of electricity damage; DC 24 Reflex save for half damage.","short_description":"You must cast this spell outdoors, in a place where clouds are visible.","material_components":"0","name":"Dragon Cloud","level":"","full_text":"<div><p><h5>Dragon Cloud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Special (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One conjured dragon cloud (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min. + 1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You must cast this spell outdoors, in a place where clouds are visible.<br \/>It calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragonlike form.<br \/>Upon forming, the dragon-shaped cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you.<br \/>(The time it takes to reach you counts toward the spell&#39;s duration).<br \/>Once it arrives, you can command the dragon cloud like a summoned creature (see the summon nature&#39;s ally I spell in the Player&#39;s Handbook for details).<br \/>The dragon cloud speaks Auran.<br \/>At the end of the spell&#39;s duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane.<br \/>The dragon cloud cannot pass through liquids or solid objects.<br \/>Sacrifice: 1d3 points of Constitution damage.<br \/>The dragon cloud has the following statistics:<br \/>Dragon Cloud: Huge elemental (air, extraplanar, good); HD 21d8+84; hp 178; Init +10; Spd fly 150 ft. (average); AC 26, touch 14, flat-footed 20; Base Atk +15; Grp +30; Atk +20 melee (2d6+10\/19-20, bite); Full Atk +20 melee (2d6+7\/19-<br \/>20, bite), +15 melee (2d4 +32, claws); Space\/Reach 15 ft. across\/15 ft.; SA breath weapon; SQ darkvision 60 ft., damage reduction 10\/magic, elemental traits; AL N; SV Fort +11, Ref +18, Will +7; Str 25, Dex 23, Con 18, Int 6, Wis 11, Cha 11.<br \/>Skills and Feats: Listen +19, Spot +19; Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack.<br \/>Breath Weapon (Ex): 100-ft.-long line-shaped burst of lightning every 1d4 rounds; 10d6 points of electricity damage; DC 24 Reflex save for half damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells.\nIt does not heal any damage or other effects not directly related to pain.\nIf the target creature is under some effect that causes continuing damage, the pain is eased only for a moment.\nEase pain cannot bypass the need for a Concentration check to cast a spell under such circumstances, nor can it allow a creature subject to death by thorns to act normally (since the spell's damage is ongoing).","short_description":"Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of...","material_components":"0","name":"Ease Pain","level":"Apostle of Peace 2 \/ Beloved of Valarian 2 \/ Cleric 2","full_text":"<div><p><h5>Ease Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 2 \/ Beloved of Valarian 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells.<br \/>It does not heal any damage or other effects not directly related to pain.<br \/>If the target creature is under some effect that causes continuing damage, the pain is eased only for a moment.<br \/>Ease pain cannot bypass the need for a Concentration check to cast a spell under such circumstances, nor can it allow a creature subject to death by thorns to act normally (since the spell&#39;s damage is ongoing).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One living creature touched","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell converts magical energy damage into healing power.\nFirst, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast.\nSecond, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down).\nFor example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead.\nOnce the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged.\nThis spell does not convert nonmagical energy attacks (such as damage from alchemist's fire) into healing.","short_description":"This spell converts magical energy damage into healing power.","material_components":"0","name":"Energetic Healing","level":"Apostle of Peace 5 \/ Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Energetic Healing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 5 \/ Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell converts magical energy damage into healing power.<br \/>First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast.<br \/>Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down).<br \/>For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead.<br \/>Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged.<br \/>This spell does not convert nonmagical energy attacks (such as damage from alchemist&#39;s fire) into healing.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, AF","casting_time":"1 round","range":"0 ft.","target":"","effect":"Fills pot with healing stew (1 serving\/2 levels)","area":"","duration":"Instantaneous (see text)","saving_throw":"Will half (harmless); see text","spell_resistance":"Yes (harmless)","description":"This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew.\nThe caster must be hold the pot in hand when Estanna's stew is cast; otherwise, the spell fails and is wasted.\nThe spell creates one serving per two caster levels (maximum 5).\nA single serving heals 1d6+1 points of damage and requires a standard action to consume.\nAny portion of the stew that is not consumed disappears after 1 hour.\nThe stew can be splashed onto a single undead creature within 10 feet.\nIf a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it.\nThe undead creature can apply spell resistance and can attempt a Will save to take half damage.\nFocus: An engraved stewpot worth at least 50 gp.","short_description":"This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to...","material_components":"0","name":"Estanna's Stew","level":"Cleric 2 \/ Druid 2 \/ Paladin 2","full_text":"<div><p><h5>Estanna's Stew<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fills pot with healing stew (1 serving\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew.<br \/>The caster must be hold the pot in hand when Estanna&#39;s stew is cast; otherwise, the spell fails and is wasted.<br \/>The spell creates one serving per two caster levels (maximum 5).<br \/>A single serving heals 1d6+1 points of damage and requires a standard action to consume.<br \/>Any portion of the stew that is not consumed disappears after 1 hour.<br \/>The stew can be splashed onto a single undead creature within 10 feet.<br \/>If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it.<br \/>The undead creature can apply spell resistance and can attempt a Will save to take half damage.<br \/>Focus: An engraved stewpot worth at least 50 gp.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fog that spreads in a 20-ft. radius, 20 ft. high","area":"","duration":"1 minute\/level","saving_throw":"Fortitude partial (see text)","spell_resistance":"Yes (see text)","description":"As solid fog, but the cloud of fog shimmers with brilliant celestial radiance.\nCreatures within the cloud must make successful Fortitude saves or be dazzled, taking a -1 penalty on attack rolls for as long as they remain in the cloud and for 1 minute afterward.\nCreatures with light sensitivity or otherwise susceptible to bright light are blinded if they fail their saves.\nSightless creatures are not affected by the radiance.\nSpell resistance applies to the reduced movement, melee attack and damage penalties, and dazzling or blinding effects, but not to the concealment provided or the prevention of ranged weapon attacks.\nAbstinence Component: You must not have cast a darkness or Necromancy spell within the past 24 hours before casting this spell.","short_description":"As solid fog, but the cloud of fog shimmers with brilliant celestial radiance.","material_components":"0","name":"Radiant Fog","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Radiant Fog<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog that spreads in a 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>As solid fog, but the cloud of fog shimmers with brilliant celestial radiance.<br \/>Creatures within the cloud must make successful Fortitude saves or be dazzled, taking a -1 penalty on attack rolls for as long as they remain in the cloud and for 1 minute afterward.<br \/>Creatures with light sensitivity or otherwise susceptible to bright light are blinded if they fail their saves.<br \/>Sightless creatures are not affected by the radiance.<br \/>Spell resistance applies to the reduced movement, melee attack and damage penalties, and dazzling or blinding effects, but not to the concealment provided or the prevention of ranged weapon attacks.<br \/>Abstinence Component: You must not have cast a darkness or Necromancy spell within the past 24 hours before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"20 ft.","target":"20-ft.-radius burst centered on you","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by nonlethal attacks.","short_description":"Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, includin...","material_components":"0","name":"Refreshment","level":"Apostle of Peace 3 \/ Bard 3 \/ Cleric 3 \/ Vassal of Bahamut 3","full_text":"<div><p><h5>Refreshment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 3 \/ Bard 3 \/ Cleric 3 \/ Vassal of Bahamut 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by nonlethal attacks.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions).\nSince the spell's duration is instantaneous, it does not prevent new addiction to the same drug at a later date.","short_description":"Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Dar...","material_components":"0","name":"Remove Addiction","level":"Beloved of Valarian 2 \/ Cleric 2 \/ Druid 2","full_text":"<div><p><h5>Remove Addiction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beloved of Valarian 2 \/ Cleric 2 \/ Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions).<br \/>Since the spell&#39;s duration is instantaneous, it does not prevent new addiction to the same drug at a later date.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Remove nausea restores to health a creature who is nauseated or sickened.\nRemove nausea cures only the nausea or sickening effect, not disease, poison, or any other effects.","short_description":"Remove nausea restores to health a creature who is nauseated or sickened.","material_components":"0","name":"Remove Nausea","level":"Apostle of Peace 3 \/ Cleric 3","full_text":"<div><p><h5>Remove Nausea<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 3 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Remove nausea restores to health a creature who is nauseated or sickened.<br \/>Remove nausea cures only the nausea or sickening effect, not disease, poison, or any other effects.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll.\nFurthermore, the attack deals 2 extra points of damage (instead of 1) per paladin level.","short_description":"For the duration of the spell, when using your smite evil class ability against an evil creature with...","material_components":"0","name":"Smite Heretic","level":"Paladin 3","full_text":"<div><p><h5>Smite Heretic<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll.<br \/>Furthermore, the attack deals 2 extra points of damage (instead of 1) per paladin level.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Calls 1 pegasus or unicorn","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"No","description":"The caster calls a special servant of the exalted god Valarian--either a pegasus or unicorn--to her location.\nThe creature serves the caster for up to a year, during which time the caster may dismiss it at any time.\nIt is intelligent, so the caster can assign it complex tasks.\nAlthough useful as a mount, it will not undertake a quest or otherwise take on complex burdens beyond the supervision of the caster.\nIf the caster attempts to conjure another creature using this spell, the one called previously returns to its home.\nSacrifice: 1d3 points of Strength drain.","short_description":"The caster calls a special servant of the exalted god Valarian--either a pegasus or unicorn--to her l...","material_components":"0","name":"Valiant Steed","level":"","full_text":"<div><p><h5>Valiant Steed<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Calls 1 pegasus or unicorn<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls a special servant of the exalted god Valarian&#8212;either a pegasus or unicorn&#8212;to her location.<br \/>The creature serves the caster for up to a year, during which time the caster may dismiss it at any time.<br \/>It is intelligent, so the caster can assign it complex tasks.<br \/>Although useful as a mount, it will not undertake a quest or otherwise take on complex burdens beyond the supervision of the caster.<br \/>If the caster attempts to conjure another creature using this spell, the one called previously returns to its home.<br \/>Sacrifice: 1d3 points of Strength drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"1 gem\/3 caster levels","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You cast this spell upon one or more gems, imbuing them with healing energy.\nThe gems leap from your hand, fly to the target, and begin orbiting the target's head like ioun stones.\nEach warding gem is a receptacle that holds 10 hp.\nThe target can, as a free action, access the healing energy inside a warding gem; the energy is released as a purple-white arc of divine power that unerringly strikes the target, healing 10 points of damage.\nThe target cannot choose to absorb only a portion of a warding gem's healing power.\nA warding gem depleted of its healing energy instantly turns to dust.\nAt the end of the spell's duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell.\nA single creature can have no more than five warding gems encircling it at one time.\nA warding gem has AC 24, hardness 10, and 10 hp; if it's destroyed, any healing power contained within is lost.\nMaterial Components:One 500-gp gem for each warding gem created.","short_description":"You cast this spell upon one or more gems, imbuing them with healing energy.","material_components":"0","name":"Warding Gems","level":"Cleric 5","full_text":"<div><p><h5>Warding Gems<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1 gem\/3 caster levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You cast this spell upon one or more gems, imbuing them with healing energy.<br \/>The gems leap from your hand, fly to the target, and begin orbiting the target&#39;s head like ioun stones.<br \/>Each warding gem is a receptacle that holds 10 hp.<br \/>The target can, as a free action, access the healing energy inside a warding gem; the energy is released as a purple-white arc of divine power that unerringly strikes the target, healing 10 points of damage.<br \/>The target cannot choose to absorb only a portion of a warding gem&#39;s healing power.<br \/>A warding gem depleted of its healing energy instantly turns to dust.<br \/>At the end of the spell&#39;s duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell.<br \/>A single creature can have no more than five warding gems encircling it at one time.<br \/>A warding gem has AC 24, hardness 10, and 10 hp; if it&#39;s destroyed, any healing power contained within is lost.<br \/>Material Components:One 500-gp gem for each warding gem created.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","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":"This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you.\nThe effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly.\nYou know the location and strength of all evil auras within your sight.\nAn aura's strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Player's Handbook.","short_description":"This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of ...","material_components":"0","name":"Blessed Sight","level":"Apostle of Peace 3 \/ Champion of Gwynharwyf 3 \/ Cleric 3 \/ Paladin 3 \/ Slayer of Domiel 3","full_text":"<div><p><h5>Blessed Sight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 3 \/ Champion of Gwynharwyf 3 \/ Cleric 3 \/ Paladin 3 \/ Slayer of Domiel 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you.<br \/>The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly.<br \/>You know the location and strength of all evil auras within your sight.<br \/>An aura&#39;s strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Player&#39;s Handbook.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"1 standard action","range":"Touch","target":"One creature touched","effect":"","area":"","duration":"1d4 rounds","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell's recipient to circumvent the defenses of evil opponents.\nThe target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures.\nThis bonus does not apply to attacks made against nonevil creatures.\nSacrifice: 1d2 points of Strength damage.","short_description":"This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ab...","material_components":"0","name":"Divine Inspiration","level":"","full_text":"<div><p><h5>Divine Inspiration<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell&#39;s recipient to circumvent the defenses of evil opponents.<br \/>The target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures.<br \/>This bonus does not apply to attacks made against nonevil creatures.<br \/>Sacrifice: 1d2 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One creature touched\/3 levels","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"As status (described in the Player's Handbook), but you can also cast a limited selection of spells through the link, as if you were touching the target.\nYou can cast any spell that meets the following conditions:\n* Level: 0, 1st, or 2nd\n* Range: Touch\n* Target: Creature touched\n* Saving Throw: Harmless For example, if you become aware (through the greater status spell) that one of your linked companions is dying, you can cast cure moderate wounds to try to revive her.","short_description":"As status (described in the Player's Handbook), but you can also cast a limited selection of spells t...","material_components":"0","name":"Status, Greater","level":"Apostle of Peace 4 \/ Cleric 4","full_text":"<div><p><h5>Status, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 4 \/ Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As status (described in the Player&#39;s Handbook), but you can also cast a limited selection of spells through the link, as if you were touching the target.<br \/>You can cast any spell that meets the following conditions:\n\t<ul>\n\t\t<li>Level: 0, 1st, or 2nd<\/li>\n\t\t<li>Range: Touch<\/li>\n\t\t<li>Target: Creature touched<\/li>\n\t\t<li>Saving Throw: Harmless For example, if you become aware (through the greater status spell) that one of your linked companions is dying, you can cast cure moderate wounds to try to revive her.<\/li>\n\t<\/ul><\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Special mount","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You temporarily strengthen the mental bond with your special mount, allowing you and your special mount to predict each other's movements and gain a significant edge in combat.\nYou and your mount gain a +4 flanking bonus on attack rolls (instead of +2) when the two of you are flanking the same opponent.\nFurthermore, your mount gains a +1 competence bonus on attack rolls for every three paladin levels you possess (maximum +5) for the duration of the spell as long as it remains within the spell's range.","short_description":"You temporarily strengthen the mental bond with your special mount, allowing you and your special mou...","material_components":"0","name":"Mind Bond","level":"Paladin 3","full_text":"<div><p><h5>Mind Bond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You temporarily strengthen the mental bond with your special mount, allowing you and your special mount to predict each other&#39;s movements and gain a significant edge in combat.<br \/>You and your mount gain a +4 flanking bonus on attack rolls (instead of +2) when the two of you are flanking the same opponent.<br \/>Furthermore, your mount gains a +1 competence bonus on attack rolls for every three paladin levels you possess (maximum +5) for the duration of the spell as long as it remains within the spell&#39;s range.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"","duration":"1 decision; see text","saving_throw":"","spell_resistance":"","description":"Path of the exalted allows the caster to consult her deity (or an agent of her deity) to help make a difficult decision.\nThis decision is usually more complex than a simple morality question.\nIt may involve strategizing, choosing a particular lead to follow in an investigation, deciding who to help, or other difficult choices.\nThe deity or agent simply helps the character examine a known situation from a number of different angles and makes a recommendation about the correct path to take.\nThis spell does not reveal unknown factors, but merely helps the caster analyze known elements.\nThe spell ends when the deity or agent has provided sufficient guidance for the caster to arrive at a decision.\nIf the caster is out of favor with her deity, this spell may not work until the caster atones.\nAbstinence Component: The caster must abstain from casting Divination spells for 24 hours prior to the casting of this spell.","short_description":"Path of the exalted allows the caster to consult her deity (or an agent of her deity) to help make a ...","material_components":"0","name":"Path of the Exalted","level":"","full_text":"<div><p><h5>Path of the Exalted<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 decision; see text<br\/><\/td><\/tr><\/table><p>\t<p>Path of the exalted allows the caster to consult her deity (or an agent of her deity) to help make a difficult decision.<br \/>This decision is usually more complex than a simple morality question.<br \/>It may involve strategizing, choosing a particular lead to follow in an investigation, deciding who to help, or other difficult choices.<br \/>The deity or agent simply helps the character examine a known situation from a number of different angles and makes a recommendation about the correct path to take.<br \/>This spell does not reveal unknown factors, but merely helps the caster analyze known elements.<br \/>The spell ends when the deity or agent has provided sufficient guidance for the caster to arrive at a decision.<br \/>If the caster is out of favor with her deity, this spell may not work until the caster atones.<br \/>Abstinence Component: The caster must abstain from casting Divination spells for 24 hours prior to the casting of this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Object or willing creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"None (see text)","spell_resistance":"Yes (harmless)","description":"Celestials use sacred guardian to monitor the location and condition of a creature or object that has been placed in their care.\nSimilar to status, this spell makes the caster constantly aware of the target creature or object's precise location and status: whether a creature is unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so on, or whether an object is unharmed, damaged, or destroyed.\nOnce the spell is cast, the distance between the caster and the subject does not affect the spell, and the spell continues to function even if the subject and caster are on different planes of existence.\nIf the caster wishes to teleport to the subject's presence, he can do so even if he is not familiar with the location (assuming he has access to teleportation magic).\nIf the caster casts scrying or greater scrying on the subject, the subject does not receive a saving throw; unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.\nThis spell has no effect on unwilling creatures.\nIf the target is an attended object, the attending creature must be willing for the object to receive the spell.","short_description":"Celestials use sacred guardian to monitor the location and condition of a creature or object that has...","material_components":"0","name":"Sacred Guardian","level":"Apostle of Peace 5 \/ Cleric 5","full_text":"<div><p><h5>Sacred Guardian<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 5 \/ Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Celestials use sacred guardian to monitor the location and condition of a creature or object that has been placed in their care.<br \/>Similar to status, this spell makes the caster constantly aware of the target creature or object&#39;s precise location and status: whether a creature is unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so on, or whether an object is unharmed, damaged, or destroyed.<br \/>Once the spell is cast, the distance between the caster and the subject does not affect the spell, and the spell continues to function even if the subject and caster are on different planes of existence.<br \/>If the caster wishes to teleport to the subject&#39;s presence, he can do so even if he is not familiar with the location (assuming he has access to teleportation magic).<br \/>If the caster casts scrying or greater scrying on the subject, the subject does not receive a saving throw; unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.<br \/>This spell has no effect on unwilling creatures.<br \/>If the target is an attended object, the attending creature must be willing for the object to receive the spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"10-ft.\/level-radius emanation","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can overhear the telepathic conversations of other creatures within the spell's area.\nTelepathy tap does not allow you to detect the uncommunicated thoughts of creatures or understand conversations spoken in languages you do not comprehend.\nIn an area where numerous telepathic conversations are occurring at the same time, you must specify the creatures you wish to overhear during a given round.\nYou can separate and decipher the telepathic messages of a number of creatures equal to 1 + your Intelligence bonus.\nTelepathy tap does not allow you to overhear the telepathic conversations of creatures protected by a mind blank spell, nor does it grant the ability to telepathically communicate with other creatures.\nSacrifice: 1d3 points of Strength damage.","short_description":"You can overhear the telepathic conversations of other creatures within the spell's area.","material_components":"0","name":"Telepathy Tap","level":"","full_text":"<div><p><h5>Telepathy Tap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can overhear the telepathic conversations of other creatures within the spell&#39;s area.<br \/>Telepathy tap does not allow you to detect the uncommunicated thoughts of creatures or understand conversations spoken in languages you do not comprehend.<br \/>In an area where numerous telepathic conversations are occurring at the same time, you must specify the creatures you wish to overhear during a given round.<br \/>You can separate and decipher the telepathic messages of a number of creatures equal to 1 + your Intelligence bonus.<br \/>Telepathy tap does not allow you to overhear the telepathic conversations of creatures protected by a mind blank spell, nor does it grant the ability to telepathically communicate with other creatures.<br \/>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"40-ft.-radius spread centered on you","duration":"1 minute\/level","saving_throw":"Will negates (see text)","spell_resistance":"Yes","description":"You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.\nGood creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at caster level 20th).\nEvil creatures within the spell's area that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.\nCreatures must be able to hear the laugh to be affected by the spell.\nCreatures that are neither good nor evil are unaffected by Chaav's laugh.","short_description":"You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the...","material_components":"0","name":"Chaav's Laugh","level":"Cleric 5","full_text":"<div><p><h5>Chaav's Laugh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.<br \/>Good creatures within the spell&#39;s area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at caster level 20th).<br \/>Evil creatures within the spell&#39;s area that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.<br \/>Creatures must be able to hear the laugh to be affected by the spell.<br \/>Creatures that are neither good nor evil are unaffected by Chaav&#39;s laugh.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"1 10-ft. cube\/level","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"This spell creates flickering motes of light that cause intense mental anguish.\nCreatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round.\nA new save may be made each round.\nLeaving and then re-entering a cloud of motes forces a new save.\nThe caster can create one large cloud of flickering motes or several smaller clouds.\nFor example, a 5th-level caster could create five separate clouds, each filling a 10-foot cube anywhere within the spell's range.\nConversely, the caster can group one or more 10-foot-cubes together to form larger clouds or barriers.\nThe affected cubes need not be adjacent to one another, but each cloud is stationary once placed.\nSacrifice: 1d3 points of Wisdom damage.","short_description":"This spell creates flickering motes of light that cause intense mental anguish.","material_components":"0","name":"Dolorous Motes","level":"Bard 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dolorous Motes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>1 10-ft. cube\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates flickering motes of light that cause intense mental anguish.<br \/>Creatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round.<br \/>A new save may be made each round.<br \/>Leaving and then re-entering a cloud of motes forces a new save.<br \/>The caster can create one large cloud of flickering motes or several smaller clouds.<br \/>For example, a 5th-level caster could create five separate clouds, each filling a 10-foot cube anywhere within the spell&#39;s range.<br \/>Conversely, the caster can group one or more 10-foot-cubes together to form larger clouds or barriers.<br \/>The affected cubes need not be adjacent to one another, but each cloud is stationary once placed.<br \/>Sacrifice: 1d3 points of Wisdom damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 standard action","range":"80 ft.","target":"Allies in an 80-ft.-radius spread of you","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Your allies become elated, full of energy and joy.\nAffected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.\nElation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.","short_description":"Your allies become elated, full of energy and joy.","material_components":"0","name":"Elation","level":"Bard 2 \/ Cleric 2 \/ Emissary of Barachiel 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Elation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Emissary of Barachiel 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>80 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Your allies become elated, full of energy and joy.<br \/>Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.<br \/>Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"80 ft.","target":"","effect":"","area":"80-ft.-radius emanation, centered on you","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"This spell creates an invisible aura of divine power around the caster.\nAll intelligent creatures within the spell's area suddenly become aware that any hostile actions they take will be met with dire consequences.\nAny creature in the spell's area that makes an attack takes 20d6 points of damage.\nThe caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast.\nCreatures with multiple attacks take the damage after every attack they make.\nTargets outside the area of the spell may freely attack creatures in the area without taking damage from this spell.","short_description":"This spell creates an invisible aura of divine power around the caster.","material_components":"0","name":"End to Strife","level":"Apostle of Peace 9 \/ Cleric 9","full_text":"<div><p><h5>End to Strife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 9 \/ Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>80 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an invisible aura of divine power around the caster.<br \/>All intelligent creatures within the spell&#39;s area suddenly become aware that any hostile actions they take will be met with dire consequences.<br \/>Any creature in the spell&#39;s area that makes an attack takes 20d6 points of damage.<br \/>The caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast.<br \/>Creatures with multiple attacks take the damage after every attack they make.<br \/>Targets outside the area of the spell may freely attack creatures in the area without taking damage from this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one evil creature\/level","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates","spell_resistance":"Yes","description":"This gentle hymn clouds the minds of evil creatures, causing targets of the spell to forgo attacks of opportunity for the spell's duration.\nA target must be able to hear the hymn to be affected by the spell.","short_description":"This gentle hymn clouds the minds of evil creatures, causing targets of the spell to forgo attacks of...","material_components":"0","name":"Faerinaal's Hymn","level":"Bard 2","full_text":"<div><p><h5>Faerinaal's Hymn<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This gentle hymn clouds the minds of evil creatures, causing targets of the spell to forgo attacks of opportunity for the spell&#39;s duration.<br \/>A target must be able to hear the hymn to be affected by the spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Heart's ease cures emotional wounds in the same way that heal wipes away physical ones.\nThe subjects are cured of any fear effect, despair effect (such as the crushing despair spell), or similar mindaffecting condition, excluding charms and compulsions (such as charm person, dominate person, and similar spells).\nIt removes any lingering psychological effects of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness).\nIt cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the targets feeling refreshed and at peace.","short_description":"Heart's ease cures emotional wounds in the same way that heal wipes away physical ones.","material_components":"0","name":"Heart's Ease","level":"Beloved of Valarian 3 \/ Cleric 3","full_text":"<div><p><h5>Heart's Ease<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beloved of Valarian 3 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Heart&#39;s ease cures emotional wounds in the same way that heal wipes away physical ones.<br \/>The subjects are cured of any fear effect, despair effect (such as the crushing despair spell), or similar mindaffecting condition, excluding charms and compulsions (such as charm person, dominate person, and similar spells).<br \/>It removes any lingering psychological effects of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness).<br \/>It cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the targets feeling refreshed and at peace.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature with an Intelligence of 6 or more","effect":"","area":"","duration":"See text","saving_throw":"Will negates","spell_resistance":"Yes","description":"With this spell, the caster compels the target creature to divulge information it may be hiding.\nIf the target fails its save, it is forced to reply to the caster's questions (one question per three caster levels), speak truthfully, and not respond in such a way that the answers provided may be misleading.\nThe questions posed may be answered with a simple yes or no, or they may require a more detailed response.\nThis spell cannot be used to force the target to divulge information it doesn't know, and the target creature is unable to fabricate lies of any kind while under the spell's hold.\nSacrifice: 1d4 points of Constitution damage.","short_description":"With this spell, the caster compels the target creature to divulge information it may be hiding.","material_components":"0","name":"Inquisition","level":"","full_text":"<div><p><h5>Inquisition<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, the caster compels the target creature to divulge information it may be hiding.<br \/>If the target fails its save, it is forced to reply to the caster&#39;s questions (one question per three caster levels), speak truthfully, and not respond in such a way that the answers provided may be misleading.<br \/>The questions posed may be answered with a simple yes or no, or they may require a more detailed response.<br \/>This spell cannot be used to force the target to divulge information it doesn&#39;t know, and the target creature is unable to fabricate lies of any kind while under the spell&#39;s hold.<br \/>Sacrifice: 1d4 points of Constitution damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"Allies with 40-ft.-radius emanation centered on you","effect":"","area":"","duration":"Concentration","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You inspire allies within the spell's area to focus their minds on hitting their intended targets.\nAll affected allies gain a +2 insight bonus on all ranged attacks.","short_description":"You inspire allies within the spell's area to focus their minds on hitting their intended targets.","material_components":"0","name":"Inspired Aim","level":"Bard 4 \/ Cleric 3 \/ Ranger 3","full_text":"<div><p><h5>Inspired Aim<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Cleric 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You inspire allies within the spell&#39;s area to focus their minds on hitting their intended targets.<br \/>All affected allies gain a +2 insight bonus on all ranged attacks.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"One known evil creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power to unnerve and debilitate evil creatures.\nYou must succeed on a melee touch attack to affect an unwilling target.\nIt has no effect on a creature that you do not know is evil.\nAn evil creature touched by the spell must wrestle with the pleasant feelings invoked by the spell.\nRoll on the table below at the beginning of the creature's turn each round to see what condition applies to the subject in that round.\nInstead of rolling on the table above, the caster may elect to leave the creature shaken for the duration of the spell.\nMaterial Component: A peach seed.","short_description":"Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power...","material_components":"0","name":"Lastai's Caress","level":"Cleric 2","full_text":"<div><p><h5>Lastai's Caress<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power to unnerve and debilitate evil creatures.<br \/>You must succeed on a melee touch attack to affect an unwilling target.<br \/>It has no effect on a creature that you do not know is evil.<br \/>An evil creature touched by the spell must wrestle with the pleasant feelings invoked by the spell.<br \/>Roll on the table below at the beginning of the creature&#39;s turn each round to see what condition applies to the subject in that round.<br \/>Instead of rolling on the table above, the caster may elect to leave the creature shaken for the duration of the spell.<br \/>Material Component: A peach seed.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","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 (harmless)","spell_resistance":"Yes (harmless)","description":"Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.\nRay of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).","short_description":"Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ab...","material_components":"0","name":"Ray of Hope","level":"Apostle of Peace 1 \/ Bard 1 \/ Cleric 1 \/ Emissary of Barachiel 1","full_text":"<div><p><h5>Ray of Hope<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 1 \/ Bard 1 \/ Cleric 1 \/ Emissary of Barachiel 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.<br \/>Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 hour","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"10 ft.\/level-radius spread","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"This spell has a calming effect on creatures within the spell's area.\nHostile and unfriendly creatures become indifferent, indifferent creatures turn friendly, and friendly creatures become helpful for the spell's duration.\nThis spell directly counters the effects of the spread of savagery spell (described in the Book of Vile Darkness).\nThis spell also calms creatures that have been otherwise magically enraged and forced to attack.\nThis spell does not calm or otherwise alter the dispositions of summoned creatures.\nMaterial Component: Lammasu's feather.","short_description":"This spell has a calming effect on creatures within the spell's area.","material_components":"0","name":"Spread of Contentment","level":"Cleric 8","full_text":"<div><p><h5>Spread of Contentment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10 ft.\/level-radius spread<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell has a calming effect on creatures within the spell&#39;s area.<br \/>Hostile and unfriendly creatures become indifferent, indifferent creatures turn friendly, and friendly creatures become helpful for the spell&#39;s duration.<br \/>This spell directly counters the effects of the spread of savagery spell (described in the Book of Vile Darkness).<br \/>This spell also calms creatures that have been otherwise magically enraged and forced to attack.<br \/>This spell does not calm or otherwise alter the dispositions of summoned creatures.<br \/>Material Component: Lammasu&#39;s feather.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One evil creature","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"The target creature, which must be evil, is struck by pangs of conscience and remorse.\nThe creature instantaneously takes Wisdom and Charisma damage according to the magnitude of its evil.\nThe creature regains lost abilities normally; they do not automatically return when the spell's duration expires.\nThis effect is not language-dependent.","short_description":"The target creature, which must be evil, is struck by pangs of conscience and remorse.","material_components":"0","name":"Sword of Conscience","level":"Champion of Gwynharwyf 4 \/ Cleric 4 \/ Exalted Arcanist 4 \/ Paladin 4 \/ Slayer of Domiel 4","full_text":"<div><p><h5>Sword of Conscience<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Champion of Gwynharwyf 4 \/ Cleric 4 \/ Exalted Arcanist 4 \/ Paladin 4 \/ Slayer of Domiel 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The target creature, which must be evil, is struck by pangs of conscience and remorse.<br \/>The creature instantaneously takes Wisdom and Charisma damage according to the magnitude of its evil.<br \/>The creature regains lost abilities normally; they do not automatically return when the spell&#39;s duration expires.<br \/>This effect is not language-dependent.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One evil creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"Your words allow the target creature the merest glimpse of the blessed joy of the SevenHeavens, spurring the target to a moment of regret for its evil deeds.\nFor 1 round, the target is dazed.\nIn addition, the creature is more susceptible to future redemption.\nFor the next 24 hours, the creature takes a -1 penalty on all Will saves related to redemption (see Chapter 2).","short_description":"Your words allow the target creature the merest glimpse of the blessed joy of the SevenHeavens, spurr...","material_components":"0","name":"Vision of Heaven","level":"Apostle of Peace 1 \/ Cleric 1 \/ Exalted Arcanist 1 \/ Slayer of Domiel 1","full_text":"<div><p><h5>Vision of Heaven<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 1 \/ Cleric 1 \/ Exalted Arcanist 1 \/ Slayer of Domiel 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your words allow the target creature the merest glimpse of the blessed joy of the SevenHeavens, spurring the target to a moment of regret for its evil deeds.<br \/>For 1 round, the target is dazed.<br \/>In addition, the creature is more susceptible to future redemption.<br \/>For the next 24 hours, the creature takes a -1 penalty on all Will saves related to redemption (see Chapter 2).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One evil creature\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The affected creatures' own evil thoughts and impulses blossom in their minds into intense suspicion and distrust.\nEach subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge.\nAffected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes.\nAbstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.","short_description":"The affected creatures' own evil thoughts and impulses blossom in their minds into intense suspicion ...","material_components":"0","name":"Wages of Sin","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Wages of Sin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The affected creatures&#39; own evil thoughts and impulses blossom in their minds into intense suspicion and distrust.<br \/>Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge.<br \/>Affected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes.<br \/>Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"Cone-shaped burst","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You unleash a tremendous battle cry that causes creatures\nwithin a 30-foot cone to cower in fear for 1d4 rounds.\nAny creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions.\nFoes gain a +2 bonus to hit cowering creatures.","short_description":"You unleash a tremendous battle cry that causes creatures\nwithin a 30-foot cone to cower in fear for ...","material_components":"0","name":"Warcry","level":"Bard 3 \/ Champion of Gwynharwyf 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Warcry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Champion of Gwynharwyf 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cone-shaped burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You unleash a tremendous battle cry that causes creatures<br \/>within a 30-foot cone to cower in fear for 1d4 rounds.<br \/>Any creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions.<br \/>Foes gain a +2 bonus to hit cowering creatures.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","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":"No","description":"This spell compels a creature up to 4 HD more than the caster's level to fight in a merciful manner.\nSpecifically, the creature deals nonlethal damage with its attacks, avoids using damaging spells or spell-like abilities, and does not deliver a coup de grace to a helpless foe.\nAbstinence Component: You must not have dealt damage, by spell or any other means, to another living creature within the last 8 hours before casting this spell.","short_description":"This spell compels a creature up to 4 HD more than the caster's level to fight in a merciful manner.","material_components":"0","name":"Yoke of Mercy","level":"Apostle of Peace 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Yoke of Mercy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell compels a creature up to 4 HD more than the caster&#39;s level to fight in a merciful manner.<br \/>Specifically, the creature deals nonlethal damage with its attacks, avoids using damaging spells or spell-like abilities, and does not deliver a coup de grace to a helpless foe.<br \/>Abstinence Component: You must not have dealt damage, by spell or any other means, to another living creature within the last 8 hours before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"Yes","description":"You infuse an amber sphere with magical power and hurl it toward the target.\nIf you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell.\nThe target is perfectly preserved and held in stasis, unharmed yet unable to take any actions.\nWithin the amber sarcophagus, the target is protected against all attacks, including purely mental ones.\nThe amber sarcophagus has hardness 5 and 10 hp per caster level (maximum 200 hp).\nIf it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat-footed until its next turn).\nLeft alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis.\nMaterial Component: An amber sphere worth at least 500 gp.","short_description":"You infuse an amber sphere with magical power and hurl it toward the target.","material_components":"0","name":"Amber Sarcophagus","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Amber Sarcophagus<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You infuse an amber sphere with magical power and hurl it toward the target.<br \/>If you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell.<br \/>The target is perfectly preserved and held in stasis, unharmed yet unable to take any actions.<br \/>Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones.<br \/>The amber sarcophagus has hardness 5 and 10 hp per caster level (maximum 200 hp).<br \/>If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat-footed until its next turn).<br \/>Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis.<br \/>Material Component: An amber sphere worth at least 500 gp.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Fortitude negates (blindness) and Reflex half (shards)","spell_resistance":"Yes","description":"Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round.\nA successful Fortitude save negates the blindness.\nThe luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6).\nA successful Reflex save halves the damage, which is of divine origin.\nSacrifice: 1d2 points of Strength damage.","short_description":"Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 roun...","material_components":"0","name":"Ayailla's Radiant Burst","level":"","full_text":"<div><p><h5>Ayailla's Radiant Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (blindness) and Reflex half (shards)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round.<br \/>A successful Fortitude save negates the blindness.<br \/>The luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6).<br \/>A successful Reflex save halves the damage, which is of divine origin.<br \/>Sacrifice: 1d2 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature.\nYou must succeed on a ranged touch attack to strike your target.\nA creature struck takes varying damage, depending on its nature and home plane of existence:","short_description":"By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creatu...","material_components":"0","name":"Bolt of Glory","level":"Exalted Arcanist 6","full_text":"<div><p><h5>Bolt of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Exalted Arcanist 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature.<br \/>You must succeed on a ranged touch attack to strike your target.<br \/>A creature struck takes varying damage, depending on its nature and home plane of existence:<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"1 standard action","range":"100 ft. + 10 ft.\/level","target":"","effect":"","area":"100-ft.-radius emanation + 10-ft. radius per level","duration":"1d4 rounds","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor.\nEvil creatures within the spell's area are blinded unless they succeed on a Fortitude saving throw.\nNonevil characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it.\nEvil characters that make their saving throw are not blinded, but are distracted, taking a -1 penalty on any attacks made within the spell's area for the duration of the spell.\nCreatures must be able to see visible light to be affected by this spell.\nSacrifice: 1d3 points of Strength damage.","short_description":"This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster,...","material_components":"0","name":"Brilliant Emanation","level":"","full_text":"<div><p><h5>Brilliant Emanation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>100 ft. + 10 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1d4 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor.<br \/>Evil creatures within the spell&#39;s area are blinded unless they succeed on a Fortitude saving throw.<br \/>Nonevil characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it.<br \/>Evil characters that make their saving throw are not blinded, but are distracted, taking a -1 penalty on any attacks made within the spell&#39;s area for the duration of the spell.<br \/>Creatures must be able to see visible light to be affected by this spell.<br \/>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"None","spell_resistance":"No","description":"The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms.\nThe light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.\nCreatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object.\nUndead creatures take 1d6 points of damage each round they are within the bright light.\nEvil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.\nCelestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\nCelestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.","short_description":"The object touched sheds light brighter than bright sunlight, channeled directly from the celestial r...","material_components":"0","name":"Celestial Brilliance","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Celestial Brilliance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms.<br \/>The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.<br \/>Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object.<br \/>Undead creatures take 1d6 points of damage each round they are within the bright light.<br \/>Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.<br \/>Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.<br \/>Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","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":"None","spell_resistance":"No","description":"You call upon the heavenly powers to bind a creature in writhing chains of scintillating light.\nThe creature is entangled, taking a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.\nMoreover, the chains are anchored to the nearest immobile object (usually the floor), preventing the bound creature from moving.\nAn entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell.\nThe chains automatically constrict the bound creature for 3d6 points of nonlethal damage per round unless the caster (as a free action) commands the chains not to deal damage during any given round.\nThe constricting chains have AC 20, 5 hp per caster level (maximum 100 hp), and damage reduction 10\/magic.\nThey are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic and similar effects.\nThey are not subject to critical hits.\nHalf of all damage dealt to the chains (rounded down) is transferred to the target.\nA successful DC 32 Strength check breaks the chains and ends the spell.\nAn entangled creature can also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.\nFocus: A small silver chain (10 gp).\nSacrifice: 1d2 points of Strength drain.","short_description":"You call upon the heavenly powers to bind a creature in writhing chains of scintillating light.","material_components":"0","name":"Constricting Chains","level":"","full_text":"<div><p><h5>Constricting Chains<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You call upon the heavenly powers to bind a creature in writhing chains of scintillating light.<br \/>The creature is entangled, taking a -2 penalty on attack rolls and a -4 penalty to effective Dexterity.<br \/>Moreover, the chains are anchored to the nearest immobile object (usually the floor), preventing the bound creature from moving.<br \/>An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell.<br \/>The chains automatically constrict the bound creature for 3d6 points of nonlethal damage per round unless the caster (as a free action) commands the chains not to deal damage during any given round.<br \/>The constricting chains have AC 20, 5 hp per caster level (maximum 100 hp), and damage reduction 10\/magic.<br \/>They are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic and similar effects.<br \/>They are not subject to critical hits.<br \/>Half of all damage dealt to the chains (rounded down) is transferred to the target.<br \/>A successful DC 32 Strength check breaks the chains and ends the spell.<br \/>An entangled creature can also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.<br \/>Focus: A small silver chain (10 gp).<br \/>Sacrifice: 1d2 points of Strength drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius emanation, centered on you","duration":"1 round\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"A blazing crown of golden light surrounds your head.\nCreatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds.\nCreatures that successfully save, and creatures that have recovered from blindness, are still dazzled for as long as they remain in melee with you.\nCreatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell.\nCreatures that fail their saving throws must move outside the area.\nUndead within the area take 1d6 points of damage each round they remain in the area.\nMaterial Component: An opal worth at least 100 gp, carried on your person through the duration of the spell.\nThe opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.","short_description":"A blazing crown of golden light surrounds your head.","material_components":"0","name":"Crown of Brilliance","level":"Cleric 6","full_text":"<div><p><h5>Crown of Brilliance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blazing crown of golden light surrounds your head.<br \/>Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds.<br \/>Creatures that successfully save, and creatures that have recovered from blindness, are still dazzled for as long as they remain in melee with you.<br \/>Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell.<br \/>Creatures that fail their saving throws must move outside the area.<br \/>Undead within the area take 1d6 points of damage each round they remain in the area.<br \/>Material Component: An opal worth at least 100 gp, carried on your person through the duration of the spell.<br \/>The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"Yes","description":"You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fey within 10 feet of you.\nAffected creatures take 2d6 points of damage per round.","short_description":"You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and...","material_components":"0","name":"Crown of Flame","level":"Cleric 5 \/ Exalted Arcanist 5","full_text":"<div><p><h5>Crown of Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Exalted Arcanist 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fey within 10 feet of you.<br \/>Affected creatures take 2d6 points of damage per round.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"10 ft.\/level","target":"","effect":"","area":"10-ft.-radius\/level emanation centered on you","duration":"1 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell temporarily bestows the aura of celestial authority on you, inspiring awe in all lesser creatures who behold your terrible perfection and righteousness.\nCreatures with fewer than 8 levels or Hit Dice cease whatever they are doing and turn to face you.\nWhen you speak, your words are treated as a suggestion spell, and the listeners telepathically understand you, even if they do not understand your language.\nCreatures who make successful saving throws are not awed by you and can continue their actions normally.\nCreatures with more than 8 HD are immune to the effect of the spell.\nMaterial Component: An opal worth at least 200 gp, carried on your person.\nThe opal shatters upon the completion of the spell.\n(If it is shattered prematurely, the spell ends).\nThis spell first appeared in Defenders of the Faith.","short_description":"This spell temporarily bestows the aura of celestial authority on you, inspiring awe in all lesser cr...","material_components":"0","name":"Crown of Glory","level":"","full_text":"<div><p><h5>Crown of Glory<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell temporarily bestows the aura of celestial authority on you, inspiring awe in all lesser creatures who behold your terrible perfection and righteousness.<br \/>Creatures with fewer than 8 levels or Hit Dice cease whatever they are doing and turn to face you.<br \/>When you speak, your words are treated as a suggestion spell, and the listeners telepathically understand you, even if they do not understand your language.<br \/>Creatures who make successful saving throws are not awed by you and can continue their actions normally.<br \/>Creatures with more than 8 HD are immune to the effect of the spell.<br \/>Material Component: An opal worth at least 200 gp, carried on your person.<br \/>The opal shatters upon the completion of the spell.<br \/>(If it is shattered prematurely, the spell ends).<br \/>This spell first appeared in Defenders of the Faith.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Curtain of light whose area is up to one 5-ft. square\/level","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"No","description":"An immobile, vertical curtain of brilliant light energy springs into existence.\nThis barrier cannot pass through spaces occupied by creatures and objects, but it can bend around them.\nOne side of the curtain, selected by you, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet.\nThe curtain deals this damage when it appears and at the start of the caster's turn each round.\nIn addition, the curtain deals 2d6 points of damage +1 point of damage per caster level (maximum +20) to any evil creature passing through it.\nContact with the curtain deals double damage to undead creatures.\nA curtain of light can be made permanent with a permanency spell.\nA permanent curtain of light that is destroyed becomes inactive for 10 minutes, and then reforms.\nCurtain of light counters any magical darkness spell of 5th level or lower with which it comes into contact.\nAny magical darkness spell of 5th level or higher counters curtain of light.\nThe curtain of light is impervious to all physical attacks and spells except antimagic field, dispel magic, greater dispel magic,\nand Mordenkainen's disjunction.\nSacrifice: 1d4 points of Strength damage.","short_description":"An immobile, vertical curtain of brilliant light energy springs into existence.","material_components":"0","name":"Curtain of Light","level":"","full_text":"<div><p><h5>Curtain of Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Curtain of light whose area is up to one 5-ft. square\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An immobile, vertical curtain of brilliant light energy springs into existence.<br \/>This barrier cannot pass through spaces occupied by creatures and objects, but it can bend around them.<br \/>One side of the curtain, selected by you, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet.<br \/>The curtain deals this damage when it appears and at the start of the caster&#39;s turn each round.<br \/>In addition, the curtain deals 2d6 points of damage +1 point of damage per caster level (maximum +20) to any evil creature passing through it.<br \/>Contact with the curtain deals double damage to undead creatures.<br \/>A curtain of light can be made permanent with a permanency spell.<br \/>A permanent curtain of light that is destroyed becomes inactive for 10 minutes, and then reforms.<br \/>Curtain of light counters any magical darkness spell of 5th level or lower with which it comes into contact.<br \/>Any magical darkness spell of 5th level or higher counters curtain of light.<br \/>The curtain of light is impervious to all physical attacks and spells except antimagic field, dispel magic, greater dispel magic,<br \/>and Mordenkainen&#39;s disjunction.<br \/>Sacrifice: 1d4 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6).\nFurther, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds.\nAn entangled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity; the entangled target can move at half speed but can't run or charge.\nAn entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell.\nThis spell affects only creatures--objects are unharmed.\nArcane Material Component: A bit of spider's web.","short_description":"This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (max...","material_components":"0","name":"Dancing Web","level":"Cleric 5 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Dancing Web<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6).<br \/>Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds.<br \/>An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity; the entangled target can move at half speed but can&#39;t run or charge.<br \/>An entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell.<br \/>This spell affects only creatures&#8212;objects are unharmed.<br \/>Arcane Material Component: A bit of spider&#39;s web.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"A blast of diamondlike shards springs from your hand and extends outward in a glittering cone.\nThe cone dazzles evil creatures in the area for 2d6 rounds.\nThe spell also deals 1d6 points of damage per caster level (maximum 10d6).\nThe damage affects only evil creatures.\nA successful Reflex save reduces the damage by half but does not negate the dazzling effect.\nMaterial Component: Diamond dust worth at least 100 gp.","short_description":"A blast of diamondlike shards springs from your hand and extends outward in a glittering cone.","material_components":"0","name":"Diamond Spray","level":"","full_text":"<div><p><h5>Diamond Spray<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blast of diamondlike shards springs from your hand and extends outward in a glittering cone.<br \/>The cone dazzles evil creatures in the area for 2d6 rounds.<br \/>The spell also deals 1d6 points of damage per caster level (maximum 10d6).<br \/>The damage affects only evil creatures.<br \/>A successful Reflex save reduces the damage by half but does not negate the dazzling effect.<br \/>Material Component: Diamond dust worth at least 100 gp.<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"","area":"20-ft.-radius burst","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You infuse an emerald with magical power and it flies toward your enemies.\nThe gemstone explodes on impact, releasing a coruscating pulse of green light.\nNeutral creatures within the burst are dazed for 1 round.\nEvil creatures within the burst are stunned for 1d4 rounds.\nGood creatures within the burst are unaffected.\nMaterial Component: Emerald worth at least 1,000 gp.","short_description":"You infuse an emerald with magical power and it flies toward your enemies.","material_components":"0","name":"Emerald Burst","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Emerald Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You infuse an emerald with magical power and it flies toward your enemies.<br \/>The gemstone explodes on impact, releasing a coruscating pulse of green light.<br \/>Neutral creatures within the burst are dazed for 1 round.<br \/>Evil creatures within the burst are stunned for 1d4 rounds.<br \/>Good creatures within the burst are unaffected.<br \/>Material Component: Emerald worth at least 1,000 gp.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"40-ft. radius burst, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth.\nAll evil creatures within the area take damage equal to your current hit points +50.\nSacrifice: You die.\nYou can be raised or resurrected normally.","short_description":"Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same...","material_components":"0","name":"Exalted Fury","level":"","full_text":"<div><p><h5>Exalted Fury<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth.<br \/>All evil creatures within the area take damage equal to your current hit points +50.<br \/>Sacrifice: You die.<br \/>You can be raised or resurrected normally.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Magic warhammer of force","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly.\nThe hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil.\nThe caster can decide to deal nonlethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types.\nHow the damage is split must be decided before damage is rolled.\nThe hammer is considered a force effect and has no miss chance when striking an incorporeal target.\nA successful Fortitude save halves the damage.\nSacrifice: 1d3 points of Strength damage.","short_description":"A great warhammer of positive energy springs into existence, launches toward a target that you can se...","material_components":"0","name":"Hammer of Righteousness","level":"","full_text":"<div><p><h5>Hammer of Righteousness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magic warhammer of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly.<br \/>The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil.<br \/>The caster can decide to deal nonlethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types.<br \/>How the damage is split must be decided before damage is rolled.<br \/>The hammer is considered a force effect and has no miss chance when striking an incorporeal target.<br \/>A successful Fortitude save halves the damage.<br \/>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"S, AF","casting_time":"1 standard action","range":"120 ft.","target":"Foes in a 120-ft.-radius burst centered on you","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You produce a blast of music of utter clarity, piercing beauty, and paralyzing awe.\nAll foes within 120 feet of you must succeed on a Fortitude save or be paralyzed for 1d4 rounds.\nFocus: A masterwork trumpet, which you must blow.","short_description":"You produce a blast of music of utter clarity, piercing beauty, and paralyzing awe.","material_components":"0","name":"Heaven's Trumpet","level":"Bard 6 \/ Cleric 7 \/ Emissary of Barachiel 4","full_text":"<div><p><h5>Heaven's Trumpet<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 7 \/ Emissary of Barachiel 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>120 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You produce a blast of music of utter clarity, piercing beauty, and paralyzing awe.<br \/>All foes within 120 feet of you must succeed on a Fortitude save or be paralyzed for 1d4 rounds.<br \/>Focus: A masterwork trumpet, which you must blow.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to one creature per caster level","effect":"","area":"10-ft. wide to close range (25 ft. + 5 ft.\/2 levels)","duration":"","saving_throw":"","spell_resistance":"","description":"As heavenly lightning, except it has a greater range, can strike more targets, and deals 5d6 points of special celestial electricity damage.","short_description":"As heavenly lightning, except it has a greater range, can strike more targets, and deals 5d6 points o...","material_components":"0","name":"Heavenly Lightning Storm","level":"Exalted Arcanist 7","full_text":"<div><p><h5>Heavenly Lightning Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Exalted Arcanist 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>As heavenly lightning, except it has a greater range, can strike more targets, and deals 5d6 points of special celestial electricity damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature per 2 caster levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You create a leaping bolt of radiant lightning that arcs from one target to the next, avoiding other creatures in its path.\nEach target struck by an arc takes 3d6 points of special celestial electricity damage.\nCreatures normally immune to electricity take full damage from this spell, and the celestial lightning is not subject to being reduced by protection from energy (electricity) or similar magic.","short_description":"You create a leaping bolt of radiant lightning that arcs from one target to the next, avoiding other ...","material_components":"0","name":"Heavenly Lightning","level":"Exalted Arcanist 5","full_text":"<div><p><h5>Heavenly Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Exalted Arcanist 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a leaping bolt of radiant lightning that arcs from one target to the next, avoiding other creatures in its path.<br \/>Each target struck by an arc takes 3d6 points of special celestial electricity damage.<br \/>Creatures normally immune to electricity take full damage from this spell, and the celestial lightning is not subject to being reduced by protection from energy (electricity) or similar magic.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ray","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"Yes","description":"Rays of holy light flash from your eyes.\nYou can fire 1 ray per 2 caster levels, but no more than 1 ray per round.\nYou must succeed on a ranged touch attack to hit a target.\nThe target takes 1d6 points of damage from each ray.\nAbstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.","short_description":"Rays of holy light flash from your eyes.","material_components":"0","name":"Lantern Light","level":"Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vassal of Bahamut 1","full_text":"<div><p><h5>Lantern Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vassal of Bahamut 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Rays of holy light flash from your eyes.<br \/>You can fire 1 ray per 2 caster levels, but no more than 1 ray per round.<br \/>You must succeed on a ranged touch attack to hit a target.<br \/>The target takes 1d6 points of damage from each ray.<br \/>Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"40 ft.","target":"Nongood creatures in a 40-ft.-radius spread centered on you","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.\nA successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.","short_description":"This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to non...","material_components":"0","name":"Leonal's Roar","level":"Druid 8","full_text":"<div><p><h5>Leonal's Roar<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area.<br \/>A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee.\nThe radiance also protects you fromelectricity attacks.\nAny creature striking you with a natural or handheld weapons deals normal damage but also takes 1d6 points of electricity damage + 1 point per caster level (the creature's spell resistance applies).\nYou take only half damage from electricity-based attacks.\nIf an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save.\nThe radiance is as bright as a light spell, casting bright light in a 10-foot radius and shadowy illumination to 20 feet.\nAbstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.","short_description":"A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks y...","material_components":"0","name":"Radiant Shield","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Radiant Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee.<br \/>The radiance also protects you fromelectricity attacks.<br \/>Any creature striking you with a natural or handheld weapons deals normal damage but also takes 1d6 points of electricity damage + 1 point per caster level (the creature&#39;s spell resistance applies).<br \/>You take only half damage from electricity-based attacks.<br \/>If an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save.<br \/>The radiance is as bright as a light spell, casting bright light in a 10-foot radius and shadowy illumination to 20 feet.<br \/>Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"Cylinder (80-ft. radius, 80 ft. high)","duration":"1 round\/level (D)","saving_throw":"None (damage) and Fortitude negates (nausea)","spell_resistance":"Yes","description":"Tulips as black as midnight fall from the sky.\nThe tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage.\nIn addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring concentration, or take anything other than a single move action per turn) until they leave the spell's area.\nA successful Fortitude save renders a creature immune to the nauseating effect of the tulips, but not the damage.\nMaterial Component: A black tulip.","short_description":"Tulips as black as midnight fall from the sky.","material_components":"0","name":"Rain of Black Tulips","level":"Druid 9","full_text":"<div><p><h5>Rain of Black Tulips<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (damage) and Fortitude negates (nausea)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Tulips as black as midnight fall from the sky.<br \/>The tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage.<br \/>In addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring concentration, or take anything other than a single move action per turn) until they leave the spell&#39;s area.<br \/>A successful Fortitude save renders a creature immune to the nauseating effect of the tulips, but not the damage.<br \/>Material Component: A black tulip.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (40-ft. radius, 120 ft. high)","duration":"1 round\/level (D)","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"This spell causes orange, starlike embers to rain steadily from above.\nEach round, the falling embers deal 10d6 points of damage to evil creatures within the spell's area.\nHalf of the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.\nCreatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the fiery downpour.\nA shield provides a cover bonus on the Reflex save, depending on its size: small +2, large +4, tower +7.\nA shield spell oriented upward provides a +4 cover bonus on the Reflex save.\nA creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat.\nSacrifice: 1d2 points of Strength drain.","short_description":"This spell causes orange, starlike embers to rain steadily from above.","material_components":"0","name":"Rain of Embers","level":"","full_text":"<div><p><h5>Rain of Embers<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes orange, starlike embers to rain steadily from above.<br \/>Each round, the falling embers deal 10d6 points of damage to evil creatures within the spell&#39;s area.<br \/>Half of the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.<br \/>Creatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the fiery downpour.<br \/>A shield provides a cover bonus on the Reflex save, depending on its size: small +2, large +4, tower +7.<br \/>A shield spell oriented upward provides a +4 cover bonus on the Reflex save.<br \/>A creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat.<br \/>Sacrifice: 1d2 points of Strength drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"Cylinder (80-ft. radius, 80 ft. high)","duration":"1 round\/level (D)","saving_throw":"None (ability damage) and Fortitude negates (sickening)","spell_resistance":"Yes","description":"Red roses fall from the sky.\nTheir sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round.\nA creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares.\nIn addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell's area.\nA successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns.\nMaterial Component: A red rose.","short_description":"Red roses fall from the sky.","material_components":"0","name":"Rain of Roses","level":"Druid 7","full_text":"<div><p><h5>Rain of Roses<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (ability damage) and Fortitude negates (sickening)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Red roses fall from the sky.<br \/>Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round.<br \/>A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares.<br \/>In addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (-2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell&#39;s area.<br \/>A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns.<br \/>Material Component: A red rose.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft. radius spread","duration":"Instantaneous","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"You draw down holy power to smite your enemies.\nOnly evil and neutral creatures are harmed by the spell; good creatures are unaffected.\nThe spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds.\nA successful Will saving throw reduces damage to half and\nnegates the blinding effect.\nThe spell deals only half damage against creatures that are neither good nor evil, and they are not blinded.\nThey can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.","short_description":"You draw down holy power to smite your enemies.","material_components":"0","name":"Righteous Smite","level":"Cleric 7 \/ Exalted Arcanist 7","full_text":"<div><p><h5>Righteous Smite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Exalted Arcanist 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You draw down holy power to smite your enemies.<br \/>Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.<br \/>The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds.<br \/>A successful Will saving throw reduces damage to half and<br \/>negates the blinding effect.<br \/>The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded.<br \/>They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one creature or object per round","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You create one tiny, twinkling star per level (maximum 10 stars).\nThese minute starbursts orbit your head like ioun stones.\nAs a free action, you can launch one star per round at a target your designate within range.\nAlternatively, as a standard action, you may launch up to three stars per round at one or more targets within range.\nEach star requires its own ranged touch attack roll.\nA nonevil target takes 1d8 points of damage, half of which is nonlethal (round down).\nEvil targets take 1d8 points of lethal damage instead.\nThe stars are magical force, so they ignore incorporeality.","short_description":"You create one tiny, twinkling star per level (maximum 10 stars).","material_components":"0","name":"Stars of Arvandor","level":"Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Stars of Arvandor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create one tiny, twinkling star per level (maximum 10 stars).<br \/>These minute starbursts orbit your head like ioun stones.<br \/>As a free action, you can launch one star per round at a target your designate within range.<br \/>Alternatively, as a standard action, you may launch up to three stars per round at one or more targets within range.<br \/>Each star requires its own ranged touch attack roll.<br \/>A nonevil target takes 1d8 points of damage, half of which is nonlethal (round down).<br \/>Evil targets take 1d8 points of lethal damage instead.<br \/>The stars are magical force, so they ignore incorporeality.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"","area":"80-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude negates (blinding) and Reflex half (shards)","spell_resistance":"Yes","description":"Shards of heavenly light rain down from above.\nEvil creatures within the spell's area that fail a Fortitude save are blinded permanently.\nThe light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster level (maximum 20d6).\nA successful Reflex save halves the damage, which is of divine origin.\nSacrifice: 1d3 points of Strength drain.","short_description":"Shards of heavenly light rain down from above.","material_components":"0","name":"Storm of Shards","level":"","full_text":"<div><p><h5>Storm of Shards<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (blinding) and Reflex half (shards)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Shards of heavenly light rain down from above.<br \/>Evil creatures within the spell&#39;s area that fail a Fortitude save are blinded permanently.<br \/>The light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster level (maximum 20d6).<br \/>A successful Reflex save halves the damage, which is of divine origin.<br \/>Sacrifice: 1d3 points of Strength drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Evil creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period).\nAfflictions deal damage only to evil creatures.\nAny evil creature takes damage equal to that listed plus its Charisma bonus.\nAn evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points.\nThe DC listed is for the subsequent saves (use affliction's normal save DC for the initial saving throw).","short_description":"The subject contracts an affliction selected from the list below, which strikes immediately (no incub...","material_components":"0","name":"Affliction","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Affliction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period).<br \/>Afflictions deal damage only to evil creatures.<br \/>Any evil creature takes damage equal to that listed plus its Charisma bonus.<br \/>An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points.<br \/>The DC listed is for the subsequent saves (use affliction&#39;s normal save DC for the initial saving throw).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"Healing","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Willing creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You may transfer your own hit points directly to a target creature within range.\nYou must transfer at least 20 points.\nTransferred hit points are damage to you.\nThe creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost.\nThis spell transfers only actual hit points, not temporary hit points.\nAn unconscious target is considered a willing creature for purposes of this spell.","short_description":"You may transfer your own hit points directly to a target creature within range.","material_components":"0","name":"Blood of the Martyr","level":"Apostle of Peace 4 \/ Champion of Gwynharwyf 4 \/ Cleric 4 \/ Paladin 4","full_text":"<div><p><h5>Blood of the Martyr<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 4 \/ Champion of Gwynharwyf 4 \/ Cleric 4 \/ Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You may transfer your own hit points directly to a target creature within range.<br \/>You must transfer at least 20 points.<br \/>Transferred hit points are damage to you.<br \/>The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost.<br \/>This spell transfers only actual hit points, not temporary hit points.<br \/>An unconscious target is considered a &quot;willing creature&quot; for purposes of this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level or until discharged","saving_throw":"","spell_resistance":"","description":"You can sacrifice life force to increase the damage you deal.\nWhen you cast the spell, you can sacrifice up to 10 of your hit points.\nFor every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack.\nYour ability to deal this extra damage ends when you successfully attack or when the spell duration ends.\nSacrificed hit points count as normal lethal damage, even if you have the regeneration ability.","short_description":"You can sacrifice life force to increase the damage you deal.","material_components":"0","name":"Divine Sacrifice","level":"Champion of Gwynharwyf 1 \/ Paladin 1","full_text":"<div><p><h5>Divine Sacrifice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Champion of Gwynharwyf 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>You can sacrifice life force to increase the damage you deal.<br \/>When you cast the spell, you can sacrifice up to 10 of your hit points.<br \/>For every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack.<br \/>Your ability to deal this extra damage ends when you successfully attack or when the spell duration ends.<br \/>Sacrificed hit points count as normal lethal damage, even if you have the regeneration ability.<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You transfer some of your life essence to another creature, healing it.\nYou may heal up to 1d6 hit points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell.\nYou take damage equal to the amount the target is healed.\nThis spell cannot restore more hit points to a target than your current hit points +10, which is enough to kill you.","short_description":"You transfer some of your life essence to another creature, healing it.","material_components":"0","name":"Healing Touch","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Healing Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You transfer some of your life essence to another creature, healing it.<br \/>You may heal up to 1d6 hit points per two caster levels (maximum 10d6), and must decide how many dice to roll when you cast the spell.<br \/>You take damage equal to the amount the target is healed.<br \/>This spell cannot restore more hit points to a target than your current hit points +10, which is enough to kill you.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One evil humanoid, monstrous humanoid, or giant\/2 levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will partial","spell_resistance":"Yes","description":"Reciting a list of the targets' evil deeds, you call down the judgment of the heavens upon their heads.\nCreatures that fail their saving throw are struck dead and bodily transported to the appropriate Lower Plane to suffer their eternal punishment.\nCreatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.\nThis spell affects only humanoids, monstrous humanoids, and giants of evil alignment.\nA true resurrection or miracle spell can restore life to a creature slain by this spell normally.\nA resurrection spell works only if the creature's body can be recovered from the Lower Planes before the resurrection is cast.","short_description":"Reciting a list of the targets' evil deeds, you call down the judgment of the heavens upon their head...","material_components":"0","name":"Last Judgment","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Last Judgment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Reciting a list of the targets&#39; evil deeds, you call down the judgment of the heavens upon their heads.<br \/>Creatures that fail their saving throw are struck dead and bodily transported to the appropriate Lower Plane to suffer their eternal punishment.<br \/>Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.<br \/>This spell affects only humanoids, monstrous humanoids, and giants of evil alignment.<br \/>A true resurrection or miracle spell can restore life to a creature slain by this spell normally.<br \/>A resurrection spell works only if the creature&#39;s body can be recovered from the Lower Planes before the resurrection is cast.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"15 ft.","target":"","effect":"","area":"15-ft.-radius spread, centered on you","duration":"Instantaneous (see text)","saving_throw":"Reflex half (see text)","spell_resistance":"Yes (see text)","description":"You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter.\nYou die (no saving throw, and spell resistance does not apply).\nEvery evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6).\nNeutral characters take half damage (and a successful Reflex save reduces that further in half ), while good characters take no damage at all.\nHalf of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.\nAfter 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.\nFocus: A tail feather from a phoenix, worth 40 gp.\nSacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.","short_description":"You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter....","material_components":"0","name":"Phoenix Fire","level":"","full_text":"<div><p><h5>Phoenix Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>15 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (see text)<br\/><\/td><\/tr><\/table><p>\t<p>You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter.<br \/>You die (no saving throw, and spell resistance does not apply).<br \/>Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6).<br \/>Neutral characters take half damage (and a successful Reflex save reduces that further in half ), while good characters take no damage at all.<br \/>Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.<br \/>After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.<br \/>Focus: A tail feather from a phoenix, worth 40 gp.<br \/>Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","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 gain a supernatural gaze attack like that of a ghaele eladrin.\nEvil creatures with 5 HD or fewer within 60 feet of you must make a successful Will save or die.\nEven if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.\nNeutral (neither good nor evil) creatures, and evil creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.","short_description":"You gain a supernatural gaze attack like that of a ghaele eladrin.","material_components":"0","name":"Righteous Glare","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Righteous Glare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain a supernatural gaze attack like that of a ghaele eladrin.<br \/>Evil creatures with 5 HD or fewer within 60 feet of you must make a successful Will save or die.<br \/>Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds.<br \/>Neutral (neither good nor evil) creatures, and evil creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One evil creature","effect":"","area":"","duration":"See text","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell tears the foul, corrupted soul from the body of an evil creature and traps it in a diamond receptacle (the spell's focus).\nThe creature's soulless body instantly withers or molders into dust.\nTrapped in the gem, the evil soul undergoes a gradual transformation.\nThe soul reflects on past evils and slowly finds within itself a spark of goodness.\nOver time, this spark grows into a burning fire.\nAfter one year, the trapped creature's soul adopts the alignment of the spell's caster (lawful good, chaotic good, or neutral good).\nOnce the soul's penitence is complete, shattering the diamond reforms the creature's original body, returns the creature's soul to it, and transforms the whole into a sanctified creature (see Chapter 8: Monsters).\nIf the diamond is shattered before the soul has found penitence, the evil creature's body and soul are fully restored; the creature's state is just as it was before the spell was cast.\nThe creature retains the memory of having been trapped in the gem, and it regards the spell's caster as a hated enemy who must be destroyed at all costs.\nThe diamond receptacle has a hardness of 20 and 1 hit point.\nFocus: A flawless diamond worth no less than 10,000 gp.\nSacrifice: 1 character level.","short_description":"This spell tears the foul, corrupted soul from the body of an evil creature and traps it in a diamond...","material_components":"0","name":"Sanctify the Wicked","level":"","full_text":"<div><p><h5>Sanctify the Wicked<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell tears the foul, corrupted soul from the body of an evil creature and traps it in a diamond receptacle (the spell&#39;s focus).<br \/>The creature&#39;s soulless body instantly withers or molders into dust.<br \/>Trapped in the gem, the evil soul undergoes a gradual transformation.<br \/>The soul reflects on past evils and slowly finds within itself a spark of goodness.<br \/>Over time, this spark grows into a burning fire.<br \/>After one year, the trapped creature&#39;s soul adopts the alignment of the spell&#39;s caster (lawful good, chaotic good, or neutral good).<br \/>Once the soul&#39;s penitence is complete, shattering the diamond reforms the creature&#39;s original body, returns the creature&#39;s soul to it, and transforms the whole into a sanctified creature (see Chapter 8: Monsters).<br \/>If the diamond is shattered before the soul has found penitence, the evil creature&#39;s body and soul are fully restored; the creature&#39;s state is just as it was before the spell was cast.<br \/>The creature retains the memory of having been trapped in the gem, and it regards the spell&#39;s caster as a hated enemy who must be destroyed at all costs.<br \/>The diamond receptacle has a hardness of 20 and 1 hit point.<br \/>Focus: A flawless diamond worth no less than 10,000 gp.<br \/>Sacrifice: 1 character level.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Stores one creature's corpse in your holy symbol","area":"","duration":"1 day\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell turns your holy symbol into a magical receptacle capable of holding one creature's corpse.\nThe corpse must be within range of the spell, in which case it is transformed into divine energy.\nThe energy is then drawn into the holy symbol, and the corpse is placed in stasis (as the gentle repose spell) for the duration of the spell.\nThe caster can release the corpse from the holy symbol by dismissing the spell.\nIf the spell ends or is dismissed, or if the holy symbol is destroyed, the contained corpse materializes in a square adjacent to the holy symbol's present or last location.","short_description":"This spell turns your holy symbol into a magical receptacle capable of holding one creature's corpse....","material_components":"0","name":"Secure Corpse","level":"Cleric 6","full_text":"<div><p><h5>Secure Corpse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Stores one creature's corpse in your holy symbol<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell turns your holy symbol into a magical receptacle capable of holding one creature&#39;s corpse.<br \/>The corpse must be within range of the spell, in which case it is transformed into divine energy.<br \/>The energy is then drawn into the holy symbol, and the corpse is placed in stasis (as the gentle repose spell) for the duration of the spell.<br \/>The caster can release the corpse from the holy symbol by dismissing the spell.<br \/>If the spell ends or is dismissed, or if the holy symbol is destroyed, the contained corpse materializes in a square adjacent to the holy symbol&#39;s present or last location.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"","area":"20-ft.-radius emanation","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You emanate a powerful aura that sickens evil creatures within the specified area.\nSacrifice: 1d4 points of Strength damage.","short_description":"You emanate a powerful aura that sickens evil creatures within the specified area.","material_components":"0","name":"Sicken Evil","level":"","full_text":"<div><p><h5>Sicken Evil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You emanate a powerful aura that sickens evil creatures within the specified area.<br \/>Sacrifice: 1d4 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser aspect of the deity, but you take on all the qualities of a celestial creature (see the Monster Manual for complete details):\n* You take on a shining, metallic appearance.\n* You gain the ability to smite evil once a day.\nAdd your Charisma bonus to your attack roll and your character level to your damage roll against an evil foe.\n* You gain darkvision out to 60 ft.\n* You gain resistance 20 to acid, cold, and electricity.\n* You gain damage reduction 10\/magic.\n* You gain spell resistance 25.\nYour creature type does not change (you do not become an\noutsider).","short_description":"As lesser aspect of the deity, but you take on all the qualities of a celestial creature (see the Mon...","material_components":"0","name":"Aspect of the Deity","level":"Apostle of Peace 6 \/ Exalted Arcanist 6","full_text":"<div><p><h5>Aspect of the Deity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 6 \/ Exalted Arcanist 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser aspect of the deity, but you take on all the qualities of a celestial creature (see the Monster Manual for complete details):\n\t<ul>\n\t\t<li>You take on a shining, metallic appearance.<\/li>\n\t\t<li>You gain the ability to smite evil once a day.<\/li>\n\t<\/ul><br \/>Add your Charisma bonus to your attack roll and your character level to your damage roll against an evil foe.\n\t<ul>\n\t\t<li>You gain darkvision out to 60 ft.<\/li>\n\t\t<li>You gain resistance 20 to acid, cold, and electricity.<\/li>\n\t\t<li>You gain damage reduction 10\/magic.<\/li>\n\t\t<li>You gain spell resistance 25.<\/li>\n\t<\/ul><br \/>Your creature type does not change (you do not become an<br \/>outsider).<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser aspect of the deity, except that you take on the qualities of a half-celestial (see the Monster Manual for complete details).\nYou do not gain the spell-like abilities of these creatures.\nYour creature type changes to outsider for the duration of the spell.\nUnlike other outsiders, you can be brought back from the dead if you are killed in this form.\nYou undergo the following transformations:\n* You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).\n* You gain +1 natural armor, or your existing natural armor bonus increases by +1.\n* You gain low-light vision.\n* You gain immunity to acid, cold, disease, and electricity.\n* You gain a +4 racial bonus on your saving throws against poison.\n* You gain the following enhancement bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.","short_description":"As lesser aspect of the deity, except that you take on the qualities of a half-celestial (see the Mon...","material_components":"0","name":"Aspect of the Deity, Greater","level":"Apostle of Peace 9 \/ Exalted Arcanist 9","full_text":"<div><p><h5>Aspect of the Deity, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 9 \/ Exalted Arcanist 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser aspect of the deity, except that you take on the qualities of a half-celestial (see the Monster Manual for complete details).<br \/>You do not gain the spell-like abilities of these creatures.<br \/>Your creature type changes to outsider for the duration of the spell.<br \/>Unlike other outsiders, you can be brought back from the dead if you are killed in this form.<br \/>You undergo the following transformations:\n\t<ul>\n\t\t<li>You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).<\/li>\n\t\t<li>You gain +1 natural armor, or your existing natural armor bonus increases by +1.<\/li>\n\t\t<li>You gain low-light vision.<\/li>\n\t\t<li>You gain immunity to acid, cold, disease, and electricity.<\/li>\n\t\t<li>You gain a +4 racial bonus on your saving throws against poison.<\/li>\n\t\t<li>You gain the following enhancement bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.<\/li>\n\t<\/ul><\/p><\/p>Reference: Book of Exalted Deeds<\/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":"When you cast this spell, your body changes into a form that is more like your deity (in a very limited fashion, of course).\n\nYou gain a +4 enhancement bonus to your Charisma score.\n\nYou also gain acid, cold, and electricity resistance 10.","short_description":"When you cast this spell, your body changes into a form that is more like your deity (in a very limit...","material_components":"0","name":"Aspect of the Deity, Lesser","level":"Apostle of Peace 4 \/ Exalted Arcanist 4 \/ Paladin 4 \/ Knight of the Chalice 4","full_text":"<div><p><h5>Aspect of the Deity, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 4 \/ Exalted Arcanist 4 \/ Paladin 4 \/ Knight of the Chalice 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your body changes into a form that is more like your deity (in a very limited fashion, of course).<\/p>\n\n\t<p>You gain a +4 enhancement bonus to your Charisma score.<\/p>\n\n\t<p>You also gain acid, cold, and electricity resistance 10.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M, XP","casting_time":"1 round","range":"Touch","target":"One corporeal creature of lawful or neutral alignment that is native to the Material Plane","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell transforms the target into an axiomatic creature--a perfect version of itself.\nThe spell rids the creature of noticeable flaws, makes its fur or scales appear shinier, and so forth.\nAnimals touched by this spell become magical beasts, but otherwise the creature's type is unchanged.\nIf the target has an Intelligence of 2 or less, the spell imbues the target with an Intelligence of 3.\nAs an axiomatic creature, the target gains the following special attack:\nSmite Chaos (Su): Once per day, the target can make a normal attack to deal extra damage equal to its HD total (maximum +20) against a chaotic opponent.\nThe target gains the following special quality:\nLinked Minds (Ex): The target can communicate telepathically with other axiomatic creatures of its type within 300 feet.\nIf one in the group is not flat-footed, none of them are, and no axiomatic creature in the group is considered flanked unless they all are.\nThe target also gains darkvision with a range of 60 feet, spell resistance equal to double its HD (maximum 25), and resistance to cold, electricity, fire, and sonic attacks based on its HD, as shown below:\nMaterial Component: A diamond wand worth at least 10,000 gp.\nXP Cost: 1,000 XP.","short_description":"This spell transforms the target into an axiomatic creature--a perfect version of itself.","material_components":"0","name":"Axiomatic Creature","level":"Cleric 8 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Axiomatic Creature<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms the target into an axiomatic creature&#8212;a perfect version of itself.<br \/>The spell rids the creature of noticeable flaws, makes its fur or scales appear shinier, and so forth.<br \/>Animals touched by this spell become magical beasts, but otherwise the creature&#39;s type is unchanged.<br \/>If the target has an Intelligence of 2 or less, the spell imbues the target with an Intelligence of 3.<br \/>As an axiomatic creature, the target gains the following special attack:<br \/>Smite Chaos (Su): Once per day, the target can make a normal attack to deal extra damage equal to its HD total (maximum +20) against a chaotic opponent.<br \/>The target gains the following special quality:<br \/>Linked Minds (Ex): The target can communicate telepathically with other axiomatic creatures of its type within 300 feet.<br \/>If one in the group is not flat-footed, none of them are, and no axiomatic creature in the group is considered flanked unless they all are.<br \/>The target also gains darkvision with a range of 60 feet, spell resistance equal to double its HD (maximum 25), and resistance to cold, electricity, fire, and sonic attacks based on its HD, as shown below:<br \/>Material Component: A diamond wand worth at least 10,000 gp.<br \/>XP Cost: 1,000 XP.<\/p><\/p>Reference: Book of Exalted Deeds<\/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 gain the physical beauty of a nymph, with some of the supernatural accompaniment.\nAll humanoids within 60 feet of you who look directly at you must succeed on a Fortitude save or be blinded permanently as though by the blindness spell.\nDuring the duration of the spell, you can suppress or resume this effect as a free action, while remaining stunningly attractive.\nAbstinence Component: You must abstain from sexual intercourse for one week before casting this spell.","short_description":"You gain the physical beauty of a nymph, with some of the supernatural accompaniment.","material_components":"0","name":"Blinding Beauty","level":"Beloved of Valarian 4 \/ Bard 4 \/ Druid 4 \/ Ranger 4","full_text":"<div><p><h5>Blinding Beauty<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beloved of Valarian 4 \/ Bard 4 \/ Druid 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain the physical beauty of a nymph, with some of the supernatural accompaniment.<br \/>All humanoids within 60 feet of you who look directly at you must succeed on a Fortitude save or be blinded permanently as though by the blindness spell.<br \/>During the duration of the spell, you can suppress or resume this effect as a free action, while remaining stunningly attractive.<br \/>Abstinence Component: You must abstain from sexual intercourse for one week before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"One creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Fortitude negates (harmless); see text","spell_resistance":"Yes (harmless)","description":"The target can assume one of several celestial traits, chosen from selection below.\nAs a free action, the target can choose a different celestial trait, but the target cannot change traits more than once during a given round.\nArmblade of the Sword Archon: One of the target's arms reshapes into a blade that functions as a +1 flaming longsword or +1 holy longsword (caster's choice).\nThe caster may also choose to create a short sword version instead of the normal longsword-sized blade.\nThe target cannot be holding anything in the affected arm, and the armblade cannot be disarmed or sundered.\nEyes of the Firre: Red flames fill the target's eyes.\nOnce per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet, simply by gazing at it (no attack roll required).\nHorns of the Cervidal: Ramlike horns sprout from the target's head.\nThe target can charge an opponent with its deadly horns.\nIn addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1-1\/2 times the target's Strength modifier.\nAny summoned or called creature struck by the horns is dismissed instantly.\nWings of the Astral Deva: Angelic wings sprout from the target's back, allowing the target to fly at a speed of 100 feet (good).\nAlthough these attributes change the target's appearance, other celestials do not recognize the target as a celestial being (unless the target happens to be one).\nIf the creature tries to disguise itself as a celestial, consult the Player's Handbook for the appropriate Disguise check DC.\nSacrifice: 1d3 points of Strength damage.","short_description":"The target can assume one of several celestial traits, chosen from selection below.","material_components":"0","name":"Celestial Aspect","level":"","full_text":"<div><p><h5>Celestial Aspect<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The target can assume one of several celestial traits, chosen from selection below.<br \/>As a free action, the target can choose a different celestial trait, but the target cannot change traits more than once during a given round.<br \/>Armblade of the Sword Archon: One of the target&#39;s arms reshapes into a blade that functions as a +1 flaming longsword or +1 holy longsword (caster&#39;s choice).<br \/>The caster may also choose to create a short sword version instead of the normal longsword-sized blade.<br \/>The target cannot be holding anything in the affected arm, and the armblade cannot be disarmed or sundered.<br \/>Eyes of the Firre: Red flames fill the target&#39;s eyes.<br \/>Once per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet, simply by gazing at it (no attack roll required).<br \/>Horns of the Cervidal: Ramlike horns sprout from the target&#39;s head.<br \/>The target can charge an opponent with its deadly horns.<br \/>In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1-1\/2 times the target&#39;s Strength modifier.<br \/>Any summoned or called creature struck by the horns is dismissed instantly.<br \/>Wings of the Astral Deva: Angelic wings sprout from the target&#39;s back, allowing the target to fly at a speed of 100 feet (good).<br \/>Although these attributes change the target&#39;s appearance, other celestials do not recognize the target as a celestial being (unless the target happens to be one).<br \/>If the creature tries to disguise itself as a celestial, consult the Player&#39;s Handbook for the appropriate Disguise check DC.<br \/>Sacrifice: 1d3 points of Strength damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"You and 1 willing celestial","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You invite a celestial creature to occupy your body, as described in the section on Celestial Channeling in Chapter 2.\nThe celestial must be present when you cast the spell, it must be willing, and it cannot have more than 12 HD.\nIt need not have the innate spell-like ability to channel its power through mortals; this spell bestows that ability upon the celestial.\nIf you channel a celestial that was summoned to the Material Plane by means of a summon monster or similar spell, the channeling ends when the duration of the summoning spell ends, regardless of any remaining duration on the channel celestial spell.\nAbstinence Component: You must abstain from intoxicants and stimulants for 24 hours before casting this spell.\nYou must not be the subject of any other spell at the time you cast this spell.\nYou must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.\nSacrifice: 1d3 points of Strength and Dexterity damage.","short_description":"You invite a celestial creature to occupy your body, as described in the section on Celestial Channel...","material_components":"0","name":"Channel Celestial","level":"","full_text":"<div><p><h5>Channel Celestial<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You invite a celestial creature to occupy your body, as described in the section on Celestial Channeling in Chapter 2.<br \/>The celestial must be present when you cast the spell, it must be willing, and it cannot have more than 12 HD.<br \/>It need not have the innate spell-like ability to channel its power through mortals; this spell bestows that ability upon the celestial.<br \/>If you channel a celestial that was summoned to the Material Plane by means of a summon monster or similar spell, the channeling ends when the duration of the summoning spell ends, regardless of any remaining duration on the channel celestial spell.<br \/>Abstinence Component: You must abstain from intoxicants and stimulants for 24 hours before casting this spell.<br \/>You must not be the subject of any other spell at the time you cast this spell.<br \/>You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.<br \/>Sacrifice: 1d3 points of Strength and Dexterity damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As channel celestial, but the celestial you channel may have up to 24 HD.\nAbstinence Component: You must abstain from intoxicants and stimulants for one week before casting this spell.\nYou must not be the subject of any other spell at the time you cast this spell.\nYou must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.\nSacrifice: 1d6 points of Strength and Dexterity damage.","short_description":"As channel celestial, but the celestial you channel may have up to 24 HD.","material_components":"0","name":"Channel Greater Celestial","level":"","full_text":"<div><p><h5>Channel Greater Celestial<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As channel celestial, but the celestial you channel may have up to 24 HD.<br \/>Abstinence Component: You must abstain from intoxicants and stimulants for one week before casting this spell.<br \/>You must not be the subject of any other spell at the time you cast this spell.<br \/>You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.<br \/>Sacrifice: 1d6 points of Strength and Dexterity damage.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Wand touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining.\nAt the end of the spell's duration, the wand's original effect is restored, and any charges that were depleted remain so.\nThe spell level of the wand determines how powerful a healing instrument the wand becomes:\nFor example, a 10th-level cleric can transform a wand of lightning bolt (3rd-level spell) into a wand of cure serious wounds for 10 minutes.","short_description":"This spell temporarily transforms a magic wand of any type into a healing wand with the same number o...","material_components":"0","name":"Convert Wand","level":"Cleric 5","full_text":"<div><p><h5>Convert Wand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining.<br \/>At the end of the spell&#39;s duration, the wand&#39;s original effect is restored, and any charges that were depleted remain so.<br \/>The spell level of the wand determines how powerful a healing instrument the wand becomes:<br \/>For example, a 10th-level cleric can transform a wand of lightning bolt (3rd-level spell) into a wand of cure serious wounds for 10 minutes.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 day","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"You draw forth the material essence of joy from a creature experiencing great bliss.\nThis physical manifestation of joy, called ambrosia, can be used in the creation of good magic items, as a special spell component, or as a druglike substance (with no addictive qualities).\nThe Celestial Hebdomad, the rulers of the Seven Heavens, subsist entirely on ambrosia.\nThe caster draws ambrosia from the target and contains it within a tiny receptacle, such as a vial.\nAmbrosia can only be drawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next.\nFor example, distilled joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life's masterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.\nGood spellcasters can use ambrosia in magic item creation.\nEach dose provides the equivalent of 2 experience points needed to create the item.\nA dose of ambrosia can also be used as an optional spell component (see Chapter 3).\nA living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness, and cures 1 point of damage.\nThese positive sensations and emotions persist for 1d4+1 hours.\nFocus: A vial or similar container in which to contain the ambrosia.","short_description":"You draw forth the material essence of joy from a creature experiencing great bliss.","material_components":"0","name":"Distilled Joy","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Distilled Joy<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You draw forth the material essence of joy from a creature experiencing great bliss.<br \/>This physical manifestation of joy, called ambrosia, can be used in the creation of good magic items, as a special spell component, or as a druglike substance (with no addictive qualities).<br \/>The Celestial Hebdomad, the rulers of the Seven Heavens, subsist entirely on ambrosia.<br \/>The caster draws ambrosia from the target and contains it within a tiny receptacle, such as a vial.<br \/>Ambrosia can only be drawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next.<br \/>For example, distilled joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life&#39;s masterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.<br \/>Good spellcasters can use ambrosia in magic item creation.<br \/>Each dose provides the equivalent of 2 experience points needed to create the item.<br \/>A dose of ambrosia can also be used as an optional spell component (see Chapter 3).<br \/>A living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness, and cures 1 point of damage.<br \/>These positive sensations and emotions persist for 1d4+1 hours.<br \/>Focus: A vial or similar container in which to contain the ambrosia.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"You assume the form of an incorporeal globe of eldritch colors, 5 feet in diameter.\nIn this form, you can fly at a speed of 150 feet with perfect maneuverability and can pass through walls and other solid objects.\nYou can use any spell-like or psionic abilities you possess, but you cannot cast spells or make physical attacks.\nThe globe form is incorporeal, and you have no Strength score while in that form.\nWhile incorporeal, you can be harmed only by other incorporeal creatures, +1 or better magic weapons, psionics, spells, spell-like abilities, or supernatural abilities.\nYou are immune to all nonmagical attack forms.\nEven when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).","short_description":"You assume the form of an incorporeal globe of eldritch colors, 5 feet in diameter.","material_components":"0","name":"Eladrin Form","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Eladrin Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You assume the form of an incorporeal globe of eldritch colors, 5 feet in diameter.<br \/>In this form, you can fly at a speed of 150 feet with perfect maneuverability and can pass through walls and other solid objects.<br \/>You can use any spell-like or psionic abilities you possess, but you cannot cast spells or make physical attacks.<br \/>The globe form is incorporeal, and you have no Strength score while in that form.<br \/>While incorporeal, you can be harmed only by other incorporeal creatures, +1 or better magic weapons, psionics, spells, spell-like abilities, or supernatural abilities.<br \/>You are immune to all nonmagical attack forms.<br \/>Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).<\/p><\/p>Reference: Book of Exalted Deeds<\/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":"10-ft.-radius burst","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.\nThe spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact.\nThe caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.\nThe potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6).\nFor example, a potion of displacement transformed by this spell deals 3d6 points of damage.\nAn energized potion set to deal fire damage ignites combustibles within the spell's burst radius.\nMaterial Component: A magic potion.","short_description":"This spell transforms a magic potion into a volatile substance that can be hurled out to the specifie...","material_components":"0","name":"Energize Potion","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Energize Potion<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>10-ft.-radius burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range.<br \/>The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact.<br \/>The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.<br \/>The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6).<br \/>For example, a potion of displacement transformed by this spell deals 3d6 points of damage.<br \/>An energized potion set to deal fire damage ignites combustibles within the spell&#39;s burst radius.<br \/>Material Component: A magic potion.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 standard action","range":"Touch","target":"One creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.","short_description":"The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the dura...","material_components":"0","name":"Eyes of the Avoral","level":"Apostle of Peace 1 \/ Beloved of Valarian 1 \/ Cleric 1 \/ Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Eyes of the Avoral<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 1 \/ Beloved of Valarian 1 \/ Cleric 1 \/ Druid 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject gains an avoral&#39;s sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"40-ft.-radius spread","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"You create an area in which only good creatures can be magically summoned.\nNo matter what a later caster attempts to summon, he actually summons a good version (a celestial beast rather than a fiendish one, for example) or a good equivalent (an archon rather than a formian).\nIf the summoner was attempting to summon a neutral or evil creature, the good creature that appears is not bound to obey the commands of the summoner or attack his enemies.\nInstead, it deals with the summoner as it sees fit--possibly attacking an evil caster.\nThe summoning spell cannot be dismissed, though it can be dispelled.\nA perfect summons spell can also be dispelled normally.\nPerfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.","short_description":"You create an area in which only good creatures can be magically summoned.","material_components":"0","name":"Perfect Summons","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Perfect Summons<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an area in which only good creatures can be magically summoned.<br \/>No matter what a later caster attempts to summon, he actually summons a good version (a celestial beast rather than a fiendish one, for example) or a good equivalent (an archon rather than a formian).<br \/>If the summoner was attempting to summon a neutral or evil creature, the good creature that appears is not bound to obey the commands of the summoner or attack his enemies.<br \/>Instead, it deals with the summoner as it sees fit&#8212;possibly attacking an evil caster.<br \/>The summoning spell cannot be dismissed, though it can be dispelled.<br \/>A perfect summons spell can also be dispelled normally.<br \/>Perfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"For the duration of this spell, the caster's teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat).\nThis spell has no effect on other spells or spell-like abilities.","short_description":"For the duration of this spell, the caster's teleport or greater teleport spell-like ability is quick...","material_components":"0","name":"Quickshift","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Quickshift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>For the duration of this spell, the caster&#39;s teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat).<br \/>This spell has no effect on other spells or spell-like abilities.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"10 minutes","range":"Touch","target":"Up to one living creature touched per two levels","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The creatures you touch gain the benefits of 8 hours of restful sleep.\nIf a subject was fatigued, the fatigue and its penalties are removed.\nIf a subject was exhausted, the exhaustion becomes fatigue, but the subject only needs to rest for 1 more hour to eliminate the fatigue.\nIf a subject was already well rested, it does not need to rest or sleep during the next 24 hours.\nArcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.","short_description":"The creatures you touch gain the benefits of 8 hours of restful sleep.","material_components":"0","name":"Remove Fatigue","level":"Apostle of Peace 4 \/ Cleric 4","full_text":"<div><p><h5>Remove Fatigue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 4 \/ Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creatures you touch gain the benefits of 8 hours of restful sleep.<br \/>If a subject was fatigued, the fatigue and its penalties are removed.<br \/>If a subject was exhausted, the exhaustion becomes fatigue, but the subject only needs to rest for 1 more hour to eliminate the fatigue.<br \/>If a subject was already well rested, it does not need to rest or sleep during the next 24 hours.<br \/>Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Disintegrated remains of one item","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"If the target of this spell has lost a valuable item as the result of the spell soul's treasure lost (described in the Book of Vile Darkness), this spell restores that item.\nThis spell must be cast within 4 hours of the destruction of the item.\nUpon completion of the casting, the disintegrated item\nreturns to the possession of the original owner in the condition it was in before being disintegrated.\nSacrifice: 1d4 points of Constitution drain.","short_description":"If the target of this spell has lost a valuable item as the result of the spell soul's treasure lost ...","material_components":"0","name":"Restore Soul's Treasure","level":"","full_text":"<div><p><h5>Restore Soul's Treasure<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>If the target of this spell has lost a valuable item as the result of the spell soul&#39;s treasure lost (described in the Book of Vile Darkness), this spell restores that item.<br \/>This spell must be cast within 4 hours of the destruction of the item.<br \/>Upon completion of the casting, the disintegrated item<br \/>returns to the possession of the original owner in the condition it was in before being disintegrated.<br \/>Sacrifice: 1d4 points of Constitution drain.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"For the duration of the spell, the target can perform long-term strenuous activity as though it had the Endurance feat.","short_description":"For the duration of the spell, the target can perform long-term strenuous activity as though it had t...","material_components":"0","name":"Second Wind","level":"Paladin 1","full_text":"<div><p><h5>Second Wind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>For the duration of the spell, the target can perform long-term strenuous activity as though it had the Endurance feat.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One living creature touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell allows the target to treat all of its natural attacks as silvered weapons.\nThe spell affects slam attacks, fist or claw attacks, bite attacks, and any other natural weapons the target creature possesses.\nThe spell does not change an unarmed strike's damage from nonlethal damage to lethal damage, however.\nSilvered claws can be made permanent with a permanency spell.","short_description":"This spell allows the target to treat all of its natural attacks as silvered weapons.","material_components":"0","name":"Silvered Claws","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Silvered Claws<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows the target to treat all of its natural attacks as silvered weapons.<br \/>The spell affects slam attacks, fist or claw attacks, bite attacks, and any other natural weapons the target creature possesses.<br \/>The spell does not change an unarmed strike&#39;s damage from nonlethal damage to lethal damage, however.<br \/>Silvered claws can be made permanent with a permanency spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One weapon or projectile touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates (object, harmless)","spell_resistance":"Yes (object, harmless)","description":"This spell transforms a single weapon or projectile you are holding into a silvered weapon.\nThe weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast.\nYou can't cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws).\nThe spell cannot be cast on more than one weapon or on multiple projectiles.\nIf the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it\nloses the benefits of its original special material for the spell's duration.\nSilvered weapon can be made permanent with a permanency spell.","short_description":"This spell transforms a single weapon or projectile you are holding into a silvered weapon.","material_components":"0","name":"Silvered Weapon","level":"Paladin 1 \/ Ranger 2","full_text":"<div><p><h5>Silvered Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 1 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object, harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object, harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell transforms a single weapon or projectile you are holding into a silvered weapon.<br \/>The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast.<br \/>You can&#39;t cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws).<br \/>The spell cannot be cast on more than one weapon or on multiple projectiles.<br \/>If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it<br \/>loses the benefits of its original special material for the spell&#39;s duration.<br \/>Silvered weapon can be made permanent with a permanency spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One nonmagical weapon touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude negates (object, harmless)","spell_resistance":"Yes (object, harmless)","description":"The spear of Valarian spell transforms one nonmagical weapon into a shimmering silver spear.\nYou must be carrying the weapon and have it drawn for the spell to work.\nThe shimmering spear functions as a +1 silvered spear.\nAgainst magical beasts, the weapon becomes a +3 silvered spear that deals +2d6 points of bonus damage (as the bane special property).\nIf the spear of Valarian is sundered, the original weapon breaks as the spell suddenly ends.\nIf the wielder relinquishes the spear, willingly or not, it immediately reverts to its previous state and the spell ends.","short_description":"The spear of Valarian spell transforms one nonmagical weapon into a shimmering silver spear.","material_components":"0","name":"Spear of Valarian","level":"Beloved of Valarian 4 \/ Druid 5 \/ Ranger 4","full_text":"<div><p><h5>Spear of Valarian<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Beloved of Valarian 4 \/ Druid 5 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object, harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object, harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The spear of Valarian spell transforms one nonmagical weapon into a shimmering silver spear.<br \/>You must be carrying the weapon and have it drawn for the spell to work.<br \/>The shimmering spear functions as a +1 silvered spear.<br \/>Against magical beasts, the weapon becomes a +3 silvered spear that deals +2d6 points of bonus damage (as the bane special property).<br \/>If the spear of Valarian is sundered, the original weapon breaks as the spell suddenly ends.<br \/>If the wielder relinquishes the spear, willingly or not, it immediately reverts to its previous state and the spell ends.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Up to one living creature touched\/two levels","effect":"","area":"","duration":"6 hours\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill effects from the deprivation.\nAn affected creature can eat or drink normally without difficulty.\nWhen the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals.\nThe size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.\nMaterial Component: A flask of warm wine and a loaf of bread.","short_description":"This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go ...","material_components":"0","name":"Sustain","level":"Apostle of Peace 4 \/ Cleric 4","full_text":"<div><p><h5>Sustain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Apostle of Peace 4 \/ Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>6 hours\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill effects from the deprivation.<br \/>An affected creature can eat or drink normally without difficulty.<br \/>When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals.<br \/>The size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.<br \/>Material Component: A flask of warm wine and a loaf of bread.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Touch","target":"Evil extraplanar creature touched","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance.\nThe spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil.\nWhen you touch the target creature, it must make a Fortitude saving throw.\nIf it succeeds, it is unaffected by the spell.\nIf it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless.\nThe subject is aware and breathes normally, but cannot take any physical actions, even speech.\nIt can, however, execute purely mental actions (such as using a spell-like ability).\nThe effect is similar to hold person.\nEach round you maintain the spell, the creature must attempt another Fortitude save.\nIf it fails the save, it takes 1d6 points of permanent Constitution drain.\nEach round you maintain the spell, however, you take 1d6 points of nonlethal damage.\nIf you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.\nMaterial Component: A pure crystal or clear gemstone worth at least 50 gp.","short_description":"When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creatur...","material_components":"0","name":"Tomb of Light","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Tomb of Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance.<br \/>The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil.<br \/>When you touch the target creature, it must make a Fortitude saving throw.<br \/>If it succeeds, it is unaffected by the spell.<br \/>If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless.<br \/>The subject is aware and breathes normally, but cannot take any physical actions, even speech.<br \/>It can, however, execute purely mental actions (such as using a spell-like ability).<br \/>The effect is similar to hold person.<br \/>Each round you maintain the spell, the creature must attempt another Fortitude save.<br \/>If it fails the save, it takes 1d6 points of permanent Constitution drain.<br \/>Each round you maintain the spell, however, you take 1d6 points of nonlethal damage.<br \/>If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.<br \/>Material Component: A pure crystal or clear gemstone worth at least 50 gp.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (object, harmless)","spell_resistance":"Yes (object, harmless)","description":"This spell grants one weapon the properties of an adamantine weapon.\nThe weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20.\nThe affected weapon also has one-third more hit points than normal for the duration of the spell.\nYou can't cast this spell on a natural weapon, such as an unarmed strike.\nA monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.\nIf the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell's duration.\nTouch of adamantine cannot be made permanent with a permanency spell.","short_description":"This spell grants one weapon the properties of an adamantine weapon.","material_components":"0","name":"Touch of Adamantine","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Touch of Adamantine<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object, harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object, harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants one weapon the properties of an adamantine weapon.<br \/>The weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20.<br \/>The affected weapon also has one-third more hit points than normal for the duration of the spell.<br \/>You can&#39;t cast this spell on a natural weapon, such as an unarmed strike.<br \/>A monk&#39;s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.<br \/>If the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell&#39;s duration.<br \/>Touch of adamantine cannot be made permanent with a permanency spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As blinding beauty, but at any time during the duration of the spell, you can evoke an additional effect as a free action.\nWhen you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.\nAbstinence Component: You must abstain from sexual intercourse for one month before casting this spell.","short_description":"As blinding beauty, but at any time during the duration of the spell, you can evoke an additional eff...","material_components":"0","name":"Unearthly Beauty","level":"Druid 8","full_text":"<div><p><h5>Unearthly Beauty<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As blinding beauty, but at any time during the duration of the spell, you can evoke an additional effect as a free action.<br \/>When you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.<br \/>Abstinence Component: You must abstain from sexual intercourse for one month before casting this spell.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Special mount touched","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"None","spell_resistance":"No","description":"This spell causes your mount to sprout giant, feathery white wings.\nThe wings grant the mount a fly speed of 60 feet, with good maneuverability.\nThe mount is slowed as normal for weight carried, barding worn, and environmental factors.","short_description":"This spell causes your mount to sprout giant, feathery white wings.","material_components":"0","name":"Winged Mount","level":"Paladin 4","full_text":"<div><p><h5>Winged Mount<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Paladin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes your mount to sprout giant, feathery white wings.<br \/>The wings grant the mount a fly speed of 60 feet, with good maneuverability.<br \/>The mount is slowed as normal for weight carried, barding worn, and environmental factors.<\/p><\/p>Reference: Book of Exalted Deeds<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level or until discharged","saving_throw":"","spell_resistance":"","description":"Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor.\nOnce the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes.\nThe caster gains damage reduction 10\/+1.\nOnce the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake.\nMaterial Component: A bit of flesh torn from the caster's body during the casting (dealing 1 point of damage).\nFocus: The entire freshly harvested skin of another creature of the caster's size.","short_description":"Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon ...","material_components":"0","name":"Flesh Armor","level":"Assassin 4","full_text":"<div><p><h5>Flesh Armor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor.<br \/>Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes.<br \/>The caster gains damage reduction 10\/+1.<br \/>Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake.<br \/>Material Component: A bit of flesh torn from the caster&#39;s body during the casting (dealing 1 point of damage).<br \/>Focus: The entire freshly harvested skin of another creature of the caster&#39;s size.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One possessing creature","effect":"","area":"","duration":"Permanent (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits.\nPotential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell.\nThe only action the subject can take is to leave the body it currently inhabits.\nThis spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.","short_description":"The caster renders one creature that can possess or inhabit other creatures, or a creature that can m...","material_components":"0","name":"Impotent Possessor","level":"Demonologist 4 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Impotent Possessor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 4 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits.<br \/>Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell.<br \/>The only action the subject can take is to leave the body it currently inhabits.<br \/>This spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One possessing creature and its host","effect":"","area":"","duration":"Permanent (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits.\nPotential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell.\nThe possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.","short_description":"The caster traps one creature that can possess or inhabit other creatures, or one that can move its m...","material_components":"0","name":"Imprison Possessor","level":"Demonologist 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Imprison Possessor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits.<br \/>Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell.<br \/>The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"50-ft.-radius spread, or one single object or creature that can fit in that area","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination spell at the creature or object or within the area is subject to a psychic poison (see Table 3-6).\nThe caster may choose any psychic poison for which he meets the minimum level requirement.\nArcane Material Component: A bit of humanoid brain tissue.","short_description":"The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination s...","material_components":"0","name":"Psychic Poison","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Psychic Poison<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination spell at the creature or object or within the area is subject to a psychic poison (see Table 3-6).<br \/>The caster may choose any psychic poison for which he meets the minimum level requirement.<br \/>Arcane Material Component: A bit of humanoid brain tissue.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One astral creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell.\nIf such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the\ncaster and held motionless and visible for the spell's duration.\nSpellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul.\nIf more than one astral creature is within range, the closest creature is affected.\nIf that creature makes its saving throw, the next closest creature must make a save.\nThis continues until one creature fails its save or all have succeeded.","short_description":"This spell allows the caster to attract and capture an astral creature, as someone using the astral p...","material_components":"0","name":"Snare Astral Traveler","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Snare Astral Traveler<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell.<br \/>If such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the<br \/>caster and held motionless and visible for the spell&#39;s duration.<br \/>Spellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul.<br \/>If more than one astral creature is within range, the closest creature is affected.<br \/>If that creature makes its saving throw, the next closest creature must make a save.<br \/>This continues until one creature fails its save or all have succeeded.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One creature","effect":"","area":"","duration":"24 hours","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell keeps a disease already infecting the subject from harming him for that day.\nThe disease is in no way cured, and the subject cannot make a save to throw off the disease.\nCasters who intend to cast spells with a disease component find this spell particularly useful.\nMaterial Component: A drop of bile.","short_description":"This spell keeps a disease already infecting the subject from harming him for that day.","material_components":"0","name":"Suspend Disease","level":"Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Suspend Disease<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell keeps a disease already infecting the subject from harming him for that day.<br \/>The disease is in no way cured, and the subject cannot make a save to throw off the disease.<br \/>Casters who intend to cast spells with a disease component find this spell particularly useful.<br \/>Material Component: A drop of bile.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider.\nThis protection manifests as a black and red nimbus of energy visible around the subject.\nAll celestial beings can identify an unheavened nimbus on sight.\nDrug Component: Vodare.","short_description":"The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-li...","material_components":"0","name":"Unheavened","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Unheavened<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider.<br \/>This protection manifests as a black and red nimbus of energy visible around the subject.<br \/>All celestial beings can identify an unheavened nimbus on sight.<br \/>Drug Component: Vodare.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster summons evil energy from the Abyss and imbues himself with its might.\nThe caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity.\nThe caster's existing spell resistance improves by +2.\nMaterial Component: The heart of a dwarf child.","short_description":"The caster summons evil energy from the Abyss and imbues himself with its might.","material_components":"0","name":"Abyssal Might","level":"Blackguard 3 \/ Cleric 4 \/ Demonologist 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Abyssal Might<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Demonologist 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster summons evil energy from the Abyss and imbues himself with its might.<br \/>The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity.<br \/>The caster&#39;s existing spell resistance improves by +2.<br \/>Material Component: The heart of a dwarf child.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One bebilith","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When in the presence of a demon, the caster conjures a bebilith--a demon that hunts other demons--to kill or chase off the original demon.\nThis spell is a risky proposition, however.\nTo determine the effect of the spell, subtract the Hit Dice of the demon from 12 (the HD of the bebilith), add the result to a caster level check, and consult the above table.\nIf this spell is cast while not in the presence of a demon, the bebilith acts as if the caster level check result was a 10.\nMaterial Component: A bit of demon's flesh and a lump of iron.","short_description":"When in the presence of a demon, the caster conjures a bebilith--a demon that hunts other demons--to ...","material_components":"0","name":"Alert Bebilith","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Alert Bebilith<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One bebilith<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When in the presence of a demon, the caster conjures a bebilith&#8212;a demon that hunts other demons&#8212;to kill or chase off the original demon.<br \/>This spell is a risky proposition, however.<br \/>To determine the effect of the spell, subtract the Hit Dice of the demon from 12 (the HD of the bebilith), add the result to a caster level check, and consult the above table.<br \/>If this spell is cast while not in the presence of a demon, the bebilith acts as if the caster level check result was a 10.<br \/>Material Component: A bit of demon&#39;s flesh and a lump of iron.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 day","range":"Personal","target":"","effect":"","area":"10-mile radius\/level, centered on caster","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster calls upon the darkest forces in all existence to rain destruction down upon the land.\nAll creatures and objects in the spell's area take 10d6 points of fire, acid, or sonic damage (caster's choice).\nThis damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures.\nThe caster is subject to the damage as well as the corruption cost.\nMaterial Component: An artifact, usually one of good perverted to this corrupt use.\nCorruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain.\nJust preparing this spell deals 1d3 points of Wisdom damage, with another 1d3 points of Wisdom damage for each day it remains among the caster's prepared spells.","short_description":"The caster calls upon the darkest forces in all existence to rain destruction down upon the land.","material_components":"0","name":"Apocalypse from the Sky","level":"","full_text":"<div><p><h5>Apocalypse from the Sky<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls upon the darkest forces in all existence to rain destruction down upon the land.<br \/>All creatures and objects in the spell&#39;s area take 10d6 points of fire, acid, or sonic damage (caster&#39;s choice).<br \/>This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures.<br \/>The caster is subject to the damage as well as the corruption cost.<br \/>Material Component: An artifact, usually one of good perverted to this corrupt use.<br \/>Corruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain.<br \/>Just preparing this spell deals 1d3 points of Wisdom damage, with another 1d3 points of Wisdom damage for each day it remains among the caster&#39;s prepared spells.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"","effect":"A black leather bag","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"This spell creates a bag full of knives, scalpels, and other small torture implements.\nIf the implements are removed from the bag by anyone other than the caster, or if they leave the caster's possession after he removes them, they disintegrate after 1 round.\nThe bag and its magically created contents weigh only 1 pound.\nEvil magic items, including items that deal unholy damage, and items with an evil spell as a prerequisite for their creation can be placed in the bag as if it had 10 cubic feet of space.\nThese additional items add no weight to the bag.\nNonevil items added to the black bag fall through as if the bag had no bottom, so they cannot be stored in the bag.\nMaterial Component: A strip of black leather soaked in the blood of a willing masochist.","short_description":"This spell creates a bag full of knives, scalpels, and other small torture implements.","material_components":"0","name":"Black Bag","level":"Assassin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Black Bag<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A black leather bag<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a bag full of knives, scalpels, and other small torture implements.<br \/>If the implements are removed from the bag by anyone other than the caster, or if they leave the caster&#39;s possession after he removes them, they disintegrate after 1 round.<br \/>The bag and its magically created contents weigh only 1 pound.<br \/>Evil magic items, including items that deal unholy damage, and items with an evil spell as a prerequisite for their creation can be placed in the bag as if it had 10 cubic feet of space.<br \/>These additional items add no weight to the bag.<br \/>Nonevil items added to the black bag fall through as if the bag had no bottom, so they cannot be stored in the bag.<br \/>Material Component: A strip of black leather soaked in the blood of a willing masochist.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"2d4 dretches","area":"","duration":"One year","saving_throw":"None","spell_resistance":"No","description":"The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared.\nIn exchange, they will serve the caster for one year as guards, slaves, or whatever else she needs them for.\nThey are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words.\nNo matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level.\nIf she exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled.\nThe caster chooses which creatures to release.","short_description":"The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has pre...","material_components":"0","name":"Call Dretch Horde","level":"Demonologist 3 \/ Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Call Dretch Horde<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 3 \/ Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>2d4 dretches<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One year<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared.<br \/>In exchange, they will serve the caster for one year as guards, slaves, or whatever else she needs them for.<br \/>They are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words.<br \/>No matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level.<br \/>If she exceeds this number, all the newly called creatures fall under the caster&#39;s control, and any excess from previous castings become uncontrolled.<br \/>The caster chooses which creatures to release.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 minute","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"3d4 lemures","area":"","duration":"One year","saving_throw":"None","spell_resistance":"No","description":"The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared.\nIn exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for.\nThey are nonintelligent, so the caster cannot give them more complicated tasks than can be described in about five words.\nNo matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level.\nIf he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled.\nThe caster chooses which creatures to release.","short_description":"The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has p...","material_components":"0","name":"Call Lemure Horde","level":"Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Call Lemure Horde<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>3d4 lemures<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One year<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared.<br \/>In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for.<br \/>They are nonintelligent, so the caster cannot give them more complicated tasks than can be described in about five words.<br \/>No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level.<br \/>If he exceeds this number, all the newly called creatures fall under the caster&#39;s control, and any excess from previous castings become uncontrolled.<br \/>The caster chooses which creatures to release.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"1 minute","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One nightmare","area":"","duration":"One week","saving_throw":"None","spell_resistance":"No","description":"The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared.\nIn exchange, the nightmare serves the caster for one week as a mount or guard, although if the nightmare moves more than 150 feet away from her, it immediately returns whence it came.\nMultiple castings of this spell replace the previous nightmare with a new one.","short_description":"The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has...","material_components":"0","name":"Call Nightmare","level":"Demonologist 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Call Nightmare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One nightmare<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One week<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared.<br \/>In exchange, the nightmare serves the caster for one week as a mount or guard, although if the nightmare moves more than 150 feet away from her, it immediately returns whence it came.<br \/>Multiple castings of this spell replace the previous nightmare with a new one.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Personal","target":"","effect":"","area":"10-ft.-radius spread","duration":"10 minutes\/level","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The caster conjures a choking, toxic cloud of inky blackness.\nThose other than the caster within the cloud take 2d6 points of damage.\nThey must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell.\nDisease Component: Soul rot.","short_description":"The caster conjures a choking, toxic cloud of inky blackness.","material_components":"0","name":"Cloud of the Achaierai","level":"Cleric 6 \/ Demonologist 4","full_text":"<div><p><h5>Cloud of the Achaierai<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Demonologist 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster conjures a choking, toxic cloud of inky blackness.<br \/>Those other than the caster within the cloud take 2d6 points of damage.<br \/>They must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell.<br \/>Disease Component: Soul rot.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 action","range":"Touch","target":"Up to three creatures, no two of which can be more than 15 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying.\nA wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature.\nCreatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking\n1d6 points of damage per round.\nAt the end of the agony, however, the thorns disappear.\nCorruption Cost: 1d3 points of Wisdom drain.","short_description":"The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony f...","material_components":"0","name":"Death by Thorns","level":"","full_text":"<div><p><h5>Death by Thorns<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying.<br \/>A wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature.<br \/>Creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking<br \/>1d6 points of damage per round.<br \/>At the end of the agony, however, the thorns disappear.<br \/>Corruption Cost: 1d3 points of Wisdom drain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject's lungs fill with water if the subject fails a Fortitude saving throw.\nTo avoid drowning, the subject can hold his breath (see The Drowning Rule in Chapter 3 of the DUNGEON MASTER's Guide).\nThe subject gains a new save (to expel the water) every 2 rounds after the first.\nWhile holding his breath with water-filled lungs, a character cannot talk or cast spells with verbal components, and he takes a -2 circumstance penalty on attack rolls, saving throws, ability checks, and skill checks.","short_description":"The subject's lungs fill with water if the subject fails a Fortitude saving throw.","material_components":"0","name":"Drown","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Drown<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s lungs fill with water if the subject fails a Fortitude saving throw.<br \/>To avoid drowning, the subject can hold his breath (see The Drowning Rule in Chapter 3 of the <span class=caps>DUNGEON<\/span> MASTER&#39;s Guide).<br \/>The subject gains a new save (to expel the water) every 2 rounds after the first.<br \/>While holding his breath with water-filled lungs, a character cannot talk or cast spells with verbal components, and he takes a -2 circumstance penalty on attack rolls, saving throws, ability checks, and skill checks.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M, XP","casting_time":"1 hour","range":"Personal","target":"","effect":"","area":"1-mile\/level radius, centered on caster","duration":"3d6 minutes","saving_throw":"None","spell_resistance":"No","description":"The caster conjures a type of evil weather.\nIt functions as described in Chapter 2 of this book, except that area and duration are as given for this spell.\nTo conjure violet rain, the caster must sacrifice 10,000 gp worth of amethysts and spend 200 XP.\nOther forms of evil weather have no material component or experience point cost.\nCorruption Cost: 3d6 points of Constitution damage.","short_description":"The caster conjures a type of evil weather.","material_components":"0","name":"Evil Weather","level":"","full_text":"<div><p><h5>Evil Weather<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3d6 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster conjures a type of evil weather.<br \/>It functions as described in Chapter 2 of this book, except that area and duration are as given for this spell.<br \/>To conjure violet rain, the caster must sacrifice 10,000 gp worth of amethysts and spend 200 XP.<br \/>Other forms of evil weather have no material component or experience point cost.<br \/>Corruption Cost: 3d6 points of Constitution damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 minute","range":"Touch","target":"","effect":"One dose of a drug","area":"","duration":"Permanent","saving_throw":"","spell_resistance":"","description":"The caster infuses a substance with energy and creates a magical version of a drug.\nThe magical version manifests as greenish fumes that rise from the chosen focus.\nThe fumes must then be inhaled as a standard action within 1 round to get the drug's effects.\nThe type of drug extracted depends on the substance used.\nThere may be other drugs that can be extracted with rarer substances, at the DM's discretion.\nFocus: 15 lb. or 1 cubic foot of the material in question.","short_description":"The caster infuses a substance with energy and creates a magical version of a drug.","material_components":"0","name":"Extract Drug","level":"Bard 1 \/ Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Extract Drug<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Druid 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One dose of a drug<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><\/table><p>\t<p>The caster infuses a substance with energy and creates a magical version of a drug.<br \/>The magical version manifests as greenish fumes that rise from the chosen focus.<br \/>The fumes must then be inhaled as a standard action within 1 round to get the drug&#39;s effects.<br \/>The type of drug extracted depends on the substance used.<br \/>There may be other drugs that can be extracted with rarer substances, at the DM&#39;s discretion.<br \/>Focus: 15 lb. or 1 cubic foot of the material in question.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster summons evil energy from the Nine Hells and bathes himself in its power.\nThe caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by \/+1 (DR 10\/+1 becomes DR 10\/+2, for example).\nMaterial Component: The heart of an elf child.","short_description":"The caster summons evil energy from the Nine Hells and bathes himself in its power.","material_components":"0","name":"Hell's Power","level":"Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Hell's Power<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster summons evil energy from the Nine Hells and bathes himself in its power.<br \/>The caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by \/+1 (DR 10\/+1 becomes DR 10\/+2, for example).<br \/>Material Component: The heart of an elf child.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"S, M","casting_time":"1 action","range":"Touch","target":"","effect":"A trail 20 ft. long\/level","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"No","description":"The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lower Planes.\nThe caster can sprinkle this powder in a trail on the ground.\nEvil outsiders who come within 10 feet of any portion of this trail and fail their saving throws follow the trail as if affected by a compulsion effect.\nCompelled fiends will follow a nether trail even into danger.\nFor example, the trail could lead to a trap, a holy spell effect, or even a prison cell.\nIf the danger is obvious, such as a blade barrier, the compelled creatures get another saving throw to resist.\nA compelled creature only follows the trail to its end.\nSo, if the trail leads to the edge of a cliff, the fiend goes to the edge of the cliff and no farther.\nIf a creature encounters the trail in the middle, it instinctively senses which direction is forward and which is backward.\nWhen the evil outsider reaches the end of the trail, the compulsion effect ends, and the creature cannot be affected by this particular nether trail again.\nThe trail can be obscured and destroyed by anyone who can see invisible objects.\nIt takes a standard action to destroy 10 feet of trail, but an evil outsider must make its saving throw first.\nMaterial Component: A urine-soaked holy symbol, which crumbles into the powder that creates the nether trail.","short_description":"The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lo...","material_components":"0","name":"Nether Trail","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Nether Trail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A trail 20 ft. long\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lower Planes.<br \/>The caster can sprinkle this powder in a trail on the ground.<br \/>Evil outsiders who come within 10 feet of any portion of this trail and fail their saving throws follow the trail as if affected by a compulsion effect.<br \/>Compelled fiends will follow a nether trail even into danger.<br \/>For example, the trail could lead to a trap, a holy spell effect, or even a prison cell.<br \/>If the danger is obvious, such as a blade barrier, the compelled creatures get another saving throw to resist.<br \/>A compelled creature only follows the trail to its end.<br \/>So, if the trail leads to the edge of a cliff, the fiend goes to the edge of the cliff and no farther.<br \/>If a creature encounters the trail in the middle, it instinctively senses which direction is forward and which is backward.<br \/>When the evil outsider reaches the end of the trail, the compulsion effect ends, and the creature cannot be affected by this particular nether trail again.<br \/>The trail can be obscured and destroyed by anyone who can see invisible objects.<br \/>It takes a standard action to destroy 10 feet of trail, but an evil outsider must make its saving throw first.<br \/>Material Component: A urine-soaked holy symbol, which crumbles into the powder that creates the nether trail.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One object","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"An invisible force, not unlike an unseen servant, comes into being where the caster wishes.\nOn the caster's turn, this force steals objects from others as she inaudibly directs it to (a free action).\nA phantasmal thief can only steal from creatures.\nIt cannot break into locked chests or steal unattended objects.\nA phantasmal thief has a Hide bonus of +20 (useful against those who can see invisible creatures) and a Move Silently bonus of +20.\nIf a phantasmal thief goes undetected, it can steal any object a creature possesses but is not carrying or wearing.\nEven objects in a bag of holding can be stolen.\nIt can only steal objects, bring objects to the caster, or put them back where they came from.\nIt can take no other actions.\nA phantasmal thief takes 1 round to steal an object and another round to bring it to the caster.\nA phantasmal thief can only hold one object at a time; the object becomes invisible in the grasp of the phantasmal thief.\nThe phantasmal thief cannot take an item if the thief is detected by the creature it's trying to steal from (usually by a Listen or Spot check).\nHowever, the thief, however, can repeat the attempt next round.\nIt cannot be harmed in any way, although it can be dispelled.\nA phantasmal thief can also steal an object from a creature's hand.\nIt does this as if it had the Improved Disarm feat and a +20 Strength bonus.\nIf a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster.\nMaterial Component: A spool of green thread.","short_description":"An invisible force, not unlike an unseen servant, comes into being where the caster wishes.","material_components":"0","name":"Phantasmal Thief","level":"Wizard 8 \/ Sorcerer 8","full_text":"<div><p><h5>Phantasmal Thief<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wizard 8 \/ Sorcerer 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One object<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An invisible force, not unlike an unseen servant, comes into being where the caster wishes.<br \/>On the caster&#39;s turn, this force steals objects from others as she inaudibly directs it to (a free action).<br \/>A phantasmal thief can only steal from creatures.<br \/>It cannot break into locked chests or steal unattended objects.<br \/>A phantasmal thief has a Hide bonus of +20 (useful against those who can see invisible creatures) and a Move Silently bonus of +20.<br \/>If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not carrying or wearing.<br \/>Even objects in a bag of holding can be stolen.<br \/>It can only steal objects, bring objects to the caster, or put them back where they came from.<br \/>It can take no other actions.<br \/>A phantasmal thief takes 1 round to steal an object and another round to bring it to the caster.<br \/>A phantasmal thief can only hold one object at a time; the object becomes invisible in the grasp of the phantasmal thief.<br \/>The phantasmal thief cannot take an item if the thief is detected by the creature it&#39;s trying to steal from (usually by a Listen or Spot check).<br \/>However, the thief, however, can repeat the attempt next round.<br \/>It cannot be harmed in any way, although it can be dispelled.<br \/>A phantasmal thief can also steal an object from a creature&#39;s hand.<br \/>It does this as if it had the Improved Disarm feat and a +20 Strength bonus.<br \/>If a phantasmal thief is used in this way, it disappears after it brings the stolen object to the caster.<br \/>Material Component: A spool of green thread.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 full round","range":"","target":"","effect":"","area":"5-ft.-radius, centered on caster","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster summons a mass of spores that fill the area around him.\nThe spores deal 1d8 points of damage to all creatures within 5 feet other than the caster.\nThen they penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds.\nAt the end of this time, a tangle of viny growths covers each subject.\nA delay poison spell stops the spores' growth for its duration.\nBless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.\nArcane Material Component: The feathers of an avian creature with an Intelligence score of at least 3 (a harpy, achaierai, or similar creature).","short_description":"The caster summons a mass of spores that fill the area around him.","material_components":"0","name":"Spores of the Vrock","level":"Cleric 2 \/ Demonologist 1","full_text":"<div><p><h5>Spores of the Vrock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster summons a mass of spores that fill the area around him.<br \/>The spores deal 1d8 points of damage to all creatures within 5 feet other than the caster.<br \/>Then they penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds.<br \/>At the end of this time, a tangle of viny growths covers each subject.<br \/>A delay poison spell stops the spores&#39; growth for its duration.<br \/>Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.<br \/>Arcane Material Component: The feathers of an avian creature with an Intelligence score of at least 3 (a harpy, achaierai, or similar creature).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"Clr 6\nComponents: V, S, M\nCasting Time: 1 action\nRange:Medium (100 ft. + 10 ft.\/levels)\nTarget: One living creature\nDuration: 1 minute\/level\nSaving Throw: Fortitude partial\nSpell Resistance: Yes\nA thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell.\nThe subject takes 2d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell's duration.\nA successful Fortitude save reduces damage to half and negates the circumstance penalty.\nMaterial Component: A handful of needles, all of which have drawn blood.","short_description":"Clr 6\nComponents: V, S, M\nCasting Time: 1 action\nRange:Medium (100 ft.","material_components":"0","name":"Thousand Needles","level":"","full_text":"<div><p><h5>Thousand Needles<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>Clr 6<br \/>Components: V, S, M<br \/>Casting Time: 1 action<br \/>Range:Medium (100 ft. + 10 ft.\/levels)<br \/>Target: One living creature<br \/>Duration: 1 minute\/level<br \/>Saving Throw: Fortitude partial<br \/>Spell Resistance: Yes<br \/>A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell.<br \/>The subject takes 2d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell&#39;s duration.<br \/>A successful Fortitude save reduces damage to half and negates the circumstance penalty.<br \/>Material Component: A handful of needles, all of which have drawn blood.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"100-ft.\/level radius spread, centered on caster","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"Utterdark spreads from the caster, creating an area of cold, cloying magical darkness.\nThis darkness is similar to that created by the deeper darkness spell, but no magical light counters or dispels it.\nFurthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.\nArcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.","short_description":"Utterdark spreads from the caster, creating an area of cold, cloying magical darkness.","material_components":"0","name":"Utterdark","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Utterdark<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Utterdark spreads from the caster, creating an area of cold, cloying magical darkness.<br \/>This darkness is similar to that created by the deeper darkness spell, but no magical light counters or dispels it.<br \/>Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.<br \/>Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A wall whose area is up to one 5-ft. square\/level (S) (see text)","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"The caster causes a flat, vertical wall of woven, spiked chains to spring into being.\nThis wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nIt must always be a flat plane, though the caster can shape its edges to fit the available space.\nA wall of chains is 1 inch thick per four caster levels.\nThe caster can double the wall's area by halving its thickness.\nEach 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10.\nA section of wall brought to 0 hit points is breached.\nIf a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness.\nCreatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains.\nMaterial Component: A single link from an iron chain.","short_description":"The caster causes a flat, vertical wall of woven, spiked chains to spring into being.","material_components":"0","name":"Wall of Chains","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Wall of Chains<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A wall whose area is up to one 5-ft. square\/level (S) (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes a flat, vertical wall of woven, spiked chains to spring into being.<br \/>This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object.<br \/>It must always be a flat plane, though the caster can shape its edges to fit the available space.<br \/>A wall of chains is 1 inch thick per four caster levels.<br \/>The caster can double the wall&#39;s area by halving its thickness.<br \/>Each 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10.<br \/>A section of wall brought to 0 hit points is breached.<br \/>If a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness.<br \/>Creatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains.<br \/>Material Component: A single link from an iron chain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"Reflex half","spell_resistance":"","description":"As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that strike anyone within 5 feet of the wall.\nThose within that area take 3d6 points of damage each round.","short_description":"As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that stri...","material_components":"0","name":"Wall of Deadly Chains","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wall of Deadly Chains<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><\/table><p>\t<p>As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that strike anyone within 5 feet of the wall.<br \/>Those within that area take 3d6 points of damage each round.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A wall whose area is up to one 5-ft. square\/level (S) (see text)","area":"","duration":"Instantaneous","saving_throw":"Will negates (see text)","spell_resistance":"No","description":"The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types to spring into being.\nThis wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nIt must always be a flat plane, though the caster can shape its edges to fit the available space.\nA wall of eyes is 1 inch thick per four caster levels.\nThe caster can double the wall's area by halving its\nthickness.\nEach 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5.\nA section of wall brought to 0 hit points is breached.\nIf a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.\nAny creature touching the wall must succeed at a Will saving throw or be held motionless as if affected by a hold monster spell.\nThe wall magically consumes held creatures after 10 rounds, disintegrating them and adding more eyes to its mass.\nAt any time, from any distance (even across planes), the caster can take a standard action to look through the wall of eyes, seeing in all directions from the wall as if she were actually standing there.\nMaterial Component: A single humanoid eye.","short_description":"The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types t...","material_components":"0","name":"Wall of Eyes","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Wall of Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A wall whose area is up to one 5-ft. square\/level (S) (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types to spring into being.<br \/>This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object.<br \/>It must always be a flat plane, though the caster can shape its edges to fit the available space.<br \/>A wall of eyes is 1 inch thick per four caster levels.<br \/>The caster can double the wall&#39;s area by halving its<br \/>thickness.<br \/>Each 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5.<br \/>A section of wall brought to 0 hit points is breached.<br \/>If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.<br \/>Any creature touching the wall must succeed at a Will saving throw or be held motionless as if affected by a hold monster spell.<br \/>The wall magically consumes held creatures after 10 rounds, disintegrating them and adding more eyes to its mass.<br \/>At any time, from any distance (even across planes), the caster can take a standard action to look through the wall of eyes, seeing in all directions from the wall as if she were actually standing there.<br \/>Material Component: A single humanoid eye.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"A wall whose area is up to one 5-ft. square\/level (S) (see text)","area":"","duration":"Concentration + 1 round\/level","saving_throw":"Fortitude partial (see text)","spell_resistance":"No","description":"The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being.\nThis wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nIt must always be a flat plane, though the caster can shape its edges to fit the available space.\nA wall of ooze is 1 inch thick per four caster levels.\nThe caster can double the wall's area by halving its thickness.\nEach 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0.\nA section of wall brought to 0 hit points is breached.\nIf a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.\nAny creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze.\nOnly the surrounding material that the wall initially is conjured to touch--such as the floor or an adjoining wall--is immune to this damage.\nFurthermore, a creature that touches the wall must succeed at a Fortitude saving throw or be paralyzed by the ooze.\nThe wall then consumes the creature in 1d6 rounds, digesting it and adding the creature's full normal hit point total to its own.\nArcane Material Component: A bit of an ochre jelly or gray ooze.","short_description":"The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being.","material_components":"0","name":"Wall of Ooze","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Wall of Ooze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A wall whose area is up to one 5-ft. square\/level (S) (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being.<br \/>This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.<br \/>The wall cannot be conjured so that it occupies the same space as a creature or another object.<br \/>It must always be a flat plane, though the caster can shape its edges to fit the available space.<br \/>A wall of ooze is 1 inch thick per four caster levels.<br \/>The caster can double the wall&#39;s area by halving its thickness.<br \/>Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0.<br \/>A section of wall brought to 0 hit points is breached.<br \/>If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.<br \/>Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze.<br \/>Only the surrounding material that the wall initially is conjured to touch&#8212;such as the floor or an adjoining wall&#8212;is immune to this damage.<br \/>Furthermore, a creature that touches the wall must succeed at a Fortitude saving throw or be paralyzed by the ooze.<br \/>The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature&#39;s full normal hit point total to its own.<br \/>Arcane Material Component: A bit of an ochre jelly or gray ooze.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster eats at least a portion of the brain of another creature's corpse.\n\nBy doing so, she gains the creature's memories and knowledge to some degree, so that she has a 25% chance of recalling any important fact known to the creature--family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, feats, spells, and other such knowledge cannot be obtained in this fashion.\n\nOnce the caster rolls to determine whether she recalls a fact, she cannot attempt to recall that fact again. After the duration expires, the caster no longer has the ability to recall new facts.\n\nFocus: A fresh or preserved (still bloody) 1-ounce portion of another creature's brain.\n\nCorruption Cost: 2d6 points of Wisdom damage.","short_description":"The caster eats at least a portion of the brain of another creature's corpse.","material_components":"0","name":"Absorb Mind","level":"","full_text":"<div><p><h5>Absorb Mind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster eats at least a portion of the brain of another creature&#39;s corpse.<\/p>\n\n\t<p>By doing so, she gains the creature&#39;s memories and knowledge to some degree, so that she has a 25% chance of recalling any important fact known to the creature&#8212;family history, recent events, the general layout of the creature&#39;s stomping grounds, details about the creature&#39;s death, important plans, passwords, magic item command words, and similar tidbits. Skills, feats, spells, and other such knowledge cannot be obtained in this fashion.<\/p>\n\n\t<p>Once the caster rolls to determine whether she recalls a fact, she cannot attempt to recall that fact again. After the duration expires, the caster no longer has the ability to recall new facts.<\/p>\n\n\t<p>Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature&#39;s brain.<\/p>\n\n\t<p>Corruption Cost: 2d6 points of Wisdom damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one check (made immediately) involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).","short_description":"The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one che...","material_components":"0","name":"Demoncall","level":"Blackguard 2 \/ Demonologist 2","full_text":"<div><p><h5>Demoncall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Demonologist 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>The caster taps into the forbidden knowledge of demons, giving her a +10 profane bonus on any one check (made immediately) involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster gains the visual acuity of a devil.\nHe can see not only in darkness, but also in magical darkness, with a range of 30 feet.","short_description":"The caster gains the visual acuity of a devil.","material_components":"0","name":"Devil's Eye","level":"Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Devil's Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster gains the visual acuity of a devil.<br \/>He can see not only in darkness, but also in magical darkness, with a range of 30 feet.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"30 minutes","range":"Personal","target":"","effect":"Caster and one zombie","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie's eye sockets and control its actions directly.\nThe zombie must be one that the caster animated.\nThe magic of this spell allows the caster to remove his eyes (dealing 1d6 points of damage to him from the pain, but no permanent damage to his eyes) and take a zombie's eyes that he has removed and soaked in a special bath of brackish water.\nThe caster's eyes are preserved by the spell while he controls the zombie and perceives the world through it.\nThe caster's body remains motionless and is subject to harm normally.\nWhen the spell ends, the caster's eyes automatically return to him.\nFocus: Zombie eyes and a pint of brackish water.","short_description":"The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie's eye ...","material_components":"0","name":"Eyes of the Zombie","level":"Cleric 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Eyes of the Zombie<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>30 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Caster and one zombie<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie&#39;s eye sockets and control its actions directly.<br \/>The zombie must be one that the caster animated.<br \/>The magic of this spell allows the caster to remove his eyes (dealing 1d6 points of damage to him from the pain, but no permanent damage to his eyes) and take a zombie&#39;s eyes that he has removed and soaked in a special bath of brackish water.<br \/>The caster&#39;s eyes are preserved by the spell while he controls the zombie and perceives the world through it.<br \/>The caster&#39;s body remains motionless and is subject to harm normally.<br \/>When the spell ends, the caster&#39;s eyes automatically return to him.<br \/>Focus: Zombie eyes and a pint of brackish water.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster develops the senses of a powerful fiend.\nHe has darkvision to a range of 60 feet.\nThe caster can see in magical darkness as if it were normal darkness.\nHe can see invisible creatures and objects as if he had a see invisibility spell cast on him.\nThe caster can detect good at will.","short_description":"The caster develops the senses of a powerful fiend.","material_components":"0","name":"Fiendish Clarity","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Fiendish Clarity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster develops the senses of a powerful fiend.<br \/>He has darkvision to a range of 60 feet.<br \/>The caster can see in magical darkness as if it were normal darkness.<br \/>He can see invisible creatures and objects as if he had a see invisibility spell cast on him.<br \/>The caster can detect good at will.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 hour","saving_throw":"","spell_resistance":"","description":"The caster sees through the veil of reality to pose a single question to nameless malevolent entities that exist beyond normal consciousness.\nThe question must be posed such that the answer is a simple yes or no.\nThe answer given is correct 75% of the time.\nAnswers the DM deems too obscure are never revealed.\nThe spell, at best, provides information to aid character decisions.\nIn cases where a one-word answer would be misleading, the DM can give a short answer instead (five words or less).\nDrug Component:Mordayn vapor.","short_description":"The caster sees through the veil of reality to pose a single question to nameless malevolent entities...","material_components":"0","name":"Glimpse of Truth","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Glimpse of Truth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><\/table><p>\t<p>The caster sees through the veil of reality to pose a single question to nameless malevolent entities that exist beyond normal consciousness.<br \/>The question must be posed such that the answer is a simple yes or no.<br \/>The answer given is correct 75% of the time.<br \/>Answers the DM deems too obscure are never revealed.<br \/>The spell, at best, provides information to aid character decisions.<br \/>In cases where a one-word answer would be misleading, the DM can give a short answer instead (five words or less).<br \/>Drug Component:Mordayn vapor.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Personal","target":"Caster","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"The caster is able to divine the answer to a single question, as long as the answer is a single person's name.\nThus, the question must be a who? type question.\nFor example, Who broke into the temple last night and stole the wand of inflict moderate wounds? Questions that cannot be answered with a single name are not answered at all.\nThe base chance for a correct answer is 70% + 1% per caster level.\nThe DM adjusts the chance if unusual circumstances require it (precautions against divination spells have been taken, for example).\nThe caster knows if he didn't get a correct answer, unless specific magic yielding false information is at work.\nAs with augury or divination, multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time.\nDrug Component: Vodare.\nLocation Component: An area under the effect of a desecrate or unhallow spell.","short_description":"The caster is able to divine the answer to a single question, as long as the answer is a single perso...","material_components":"0","name":"Identify Transgressor","level":"Cleric 4","full_text":"<div><p><h5>Identify Transgressor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>The caster is able to divine the answer to a single question, as long as the answer is a single person&#39;s name.<br \/>Thus, the question must be a &quot;who?&quot; type question.<br \/>For example, &quot;Who broke into the temple last night and stole the wand of inflict moderate wounds?&quot; Questions that cannot be answered with a single name are not answered at all.<br \/>The base chance for a correct answer is 70% + 1% per caster level.<br \/>The DM adjusts the chance if unusual circumstances require it (precautions against divination spells have been taken, for example).<br \/>The caster knows if he didn&#39;t get a correct answer, unless specific magic yielding false information is at work.<br \/>As with augury or divination, multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time.<br \/>Drug Component: Vodare.<br \/>Location Component: An area under the effect of a desecrate or unhallow spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 for descriptions of drugs and information on addiction).\nA caster of less than 5th level can force the subject to become addicted to any drug with a low addiction rating.\nA 6th- to 10th-level caster can force addiction to any drug with a medium addiction rating, and an 11th- to 15th-level caster can force addiction to a drug with a high addiction rating.\nCasters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating.\nDrug Component: The chosen drug for the addiction.","short_description":"The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 for descripti...","material_components":"0","name":"Addiction","level":"Assassin 1 \/ Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Addiction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Bard 2 \/ Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 for descriptions of drugs and information on addiction).<br \/>A caster of less than 5th level can force the subject to become addicted to any drug with a low addiction rating.<br \/>A 6th- to 10th-level caster can force addiction to any drug with a medium addiction rating, and an 11th- to 15th-level caster can force addiction to a drug with a high addiction rating.<br \/>Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating.<br \/>Drug Component: The chosen drug for the addiction.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, M","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"The creature touched is immune to the possibility of addiction to drugs.\nHe still experiences the negative and positive effects of drugs during the spell's duration.\nThis spell does not free the target from the effects of an addiction already incurred.\nIf the spell ends before the effects of a drug wear off, the normal chance for addiction applies.\nMaterial Component: Three drops of pure water.","short_description":"The creature touched is immune to the possibility of addiction to drugs.","material_components":"0","name":"Drug Resistance","level":"Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Drug Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The creature touched is immune to the possibility of addiction to drugs.<br \/>He still experiences the negative and positive effects of drugs during the spell&#39;s duration.<br \/>This spell does not free the target from the effects of an addiction already incurred.<br \/>If the spell ends before the effects of a drug wear off, the normal chance for addiction applies.<br \/>Material Component: Three drops of pure water.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell.\nOn the creature's next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action.\nThis spell allows the caster to act out of turn and accept the gift if the creature reaches her to hand the caster the object (assuming she has a free hand and can carry the object).\nThe subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back if desired.\nIf the subject is prevented from doing as the spell compels, the spell is wasted.\nFor example, if the subject is paralyzed and cannot move or drop the item, nothing happens.","short_description":"The caster enchants a creature so that it feels suddenly compelled to give her what it is holding whe...","material_components":"0","name":"Entice Gift","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Entice Gift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster enchants a creature so that it feels suddenly compelled to give her what it is holding when she casts the spell.<br \/>On the creature&#39;s next action, it moves as close to the caster as it can get in a single round and offers her the object as a standard action.<br \/>This spell allows the caster to act out of turn and accept the &quot;gift&quot; if the creature reaches her to hand the caster the object (assuming she has a free hand and can carry the object).<br \/>The subject defends itself normally and acts however it wishes on subsequent rounds, including attempting to get the object back if desired.<br \/>If the subject is prevented from doing as the spell compels, the spell is wasted.<br \/>For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous (see text)","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster focuses malevolent wishes through her gaze and curses someone with bad luck.\nThe subject takes a -4 luck penalty on all attack rolls, saves, and checks.\nThe spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.","short_description":"The caster focuses malevolent wishes through her gaze and curses someone with bad luck.","material_components":"0","name":"Evil Eye","level":"Mortal Hunter 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Evil Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Mortal Hunter 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster focuses malevolent wishes through her gaze and curses someone with bad luck.<br \/>The subject takes a -4 luck penalty on all attack rolls, saves, and checks.<br \/>The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 minute","range":"Touch","target":"1 living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster makes it impossible for a single creature to speak about a single topic.\nThe topic should be as narrow as possible for the spell to work properly.\nAn appropriate topic might be events that occurred while the creature was in captivity, the whereabouts and names of tormentors, the secret location of a hidden treasure, the password into a guarded compound, the command word of a magic item, or the explanation behind some major occurrence.\nInvalid topics include verbal components of spells, a creature's whole life history, or anything too broad for a reasonable definition of a single topic.\nWhether a topic is too broad is up the DM, who can double the corruption cost and have the spell automatically fail if the caster persists in attempting an invalid topic.\nThus, this can be a dangerous spell to attempt.\nThe affected creature cannot communicate regarding the topic in any way.\nSpeech becomes gibberish, writing is reduced to an indecipherable scrawl, gestures are impossible, and even telepathy (including detect thoughts) is scrambled.\nThe creature has not forgotten the information, however, and it can be a maddening occurrence for the creature to be unable to communicate information that might be of life-and-death importance to friends and allies.\nCorruption Cost: 1d6 points of Strength damage.","short_description":"The caster makes it impossible for a single creature to speak about a single topic.","material_components":"0","name":"Forbidden Speech","level":"","full_text":"<div><p><h5>Forbidden Speech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes it impossible for a single creature to speak about a single topic.<br \/>The topic should be as narrow as possible for the spell to work properly.<br \/>An appropriate topic might be events that occurred while the creature was in captivity, the whereabouts and names of tormentors, the secret location of a hidden treasure, the password into a guarded compound, the command word of a magic item, or the explanation behind some major occurrence.<br \/>Invalid topics include verbal components of spells, a creature&#39;s whole life history, or anything too broad for a reasonable definition of a single topic.<br \/>Whether a topic is too broad is up the DM, who can double the corruption cost and have the spell automatically fail if the caster persists in attempting an invalid topic.<br \/>Thus, this can be a dangerous spell to attempt.<br \/>The affected creature cannot communicate regarding the topic in any way.<br \/>Speech becomes gibberish, writing is reduced to an indecipherable scrawl, gestures are impossible, and even telepathy (including detect thoughts) is scrambled.<br \/>The creature has not forgotten the information, however, and it can be a maddening occurrence for the creature to be unable to communicate information that might be of life-and-death importance to friends and allies.<br \/>Corruption Cost: 1d6 points of Strength damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster fills the subject with heart-wrenching sorrow that renders it incapacitated for 1 round.\nThe subject cannot move or take actions and is helpless for that round.","short_description":"The caster fills the subject with heart-wrenching sorrow that renders it incapacitated for 1 round.","material_components":"0","name":"Heartache","level":"Cleric 1 \/ Mortal Hunter 1","full_text":"<div><p><h5>Heartache<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Mortal Hunter 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster fills the subject with heart-wrenching sorrow that renders it incapacitated for 1 round.<br \/>The subject cannot move or take actions and is helpless for that round.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round.\nThe more damage the caster takes, the greater the luck bonus.\nIt's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.\nMaterial Component: A leather strap that has been soaked in the caster's blood.","short_description":"For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack r...","material_components":"0","name":"Masochism","level":"Assassin 3 \/ Blackguard 3 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Masochism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Blackguard 3 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round.<br \/>The more damage the caster takes, the greater the luck bonus.<br \/>It&#39;s possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell&#39;s duration.<br \/>Material Component: A leather strap that has been soaked in the caster&#39;s blood.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster enters the mind of a creature, learning everything that creature knows.\nThe caster can erase or add memories as she sees fit and alter emotions, opinions, and even alignment.\nWhen the caster is done, she can leave the creature insane (as described in the insanity spell) or seemingly unaffected, without any memory of the intrusion.\nSevere changes to personality and changes to alignment can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances).\nAlterations to memories and subtler thoughts can be restored only through use of a miracle or wish.","short_description":"The caster enters the mind of a creature, learning everything that creature knows.","material_components":"0","name":"Mindrape","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Mindrape<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster enters the mind of a creature, learning everything that creature knows.<br \/>The caster can erase or add memories as she sees fit and alter emotions, opinions, and even alignment.<br \/>When the caster is done, she can leave the creature insane (as described in the insanity spell) or seemingly unaffected, without any memory of the intrusion.<br \/>Severe changes to personality and changes to alignment can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances).<br \/>Alterations to memories and subtler thoughts can be restored only through use of a miracle or wish.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One nonevil creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster turns one creature evil.\nThe chaotic\/neutral\/lawful component of the subject's alignment is unchanged.\nThe subject retains whatever outlook, allegiances, and outlooks it had before, so long as they do not conflict with the new alignment.\nOtherwise, it acts with its new selfish, bloodthirsty, cruel outlook on all things.\nFor example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they're fighting on the same side.\nBut she might try to steal the fighter's bag of gems, even using applicable spells (charm person, suggestion, and invisibility, for instance) against her friend.\nShe might even eventually decide to betray or attack her friend if there is some potential gain involved.\nUsing this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject's nature.\nArcane Material Component: A powdered holy symbol.","short_description":"The caster turns one creature evil.","material_components":"0","name":"Morality Undone","level":"Bard 5 \/ Cleric 5 \/ Mortal Hunter 4","full_text":"<div><p><h5>Morality Undone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 5 \/ Mortal Hunter 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster turns one creature evil.<br \/>The chaotic\/neutral\/lawful component of the subject&#39;s alignment is unchanged.<br \/>The subject retains whatever outlook, allegiances, and outlooks it had before, so long as they do not conflict with the new alignment.<br \/>Otherwise, it acts with its new selfish, bloodthirsty, cruel outlook on all things.<br \/>For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they&#39;re fighting on the same side.<br \/>But she might try to steal the fighter&#39;s bag of gems, even using applicable spells (charm person, suggestion, and invisibility, for instance) against her friend.<br \/>She might even eventually decide to betray or attack her friend if there is some potential gain involved.<br \/>Using this spell in conjunction with a spell such as dominate person or suggestion is particularly useful, because it changes what acts are against a subject&#39;s nature.<br \/>Arcane Material Component: A powdered holy symbol.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no rest and the subject eventually turns to suicide.\nThe caster must have a chunk of flesh from the target and succeed at a touch attack when she casts plague of nightmares.\nIf the target fails the Fortitude save, the spell begins to take effect.\nThereafter, the caster must chant for 12 hours per week and pay the corruption cost each week to maintain the spell.\nThe subject begins to feel the effect of this spell the next time he sleeps, as nightmares of evil gods and demons plague him.\nThese nightmares continue each night, and each night the subject takes 1d4 points of Charisma damage and gains no natural healing for that day.\nWhen the subject reaches 0 Charisma, he enters a trance in which he mentally offers his soul to a demon to be devoured.\nThat night the subject dies and is beyond even a true resurrection spell.\nThe subject gets a new saving throw each day to resist the spell, and one success is enough to end the nightmares.\nIf the spell ultimately succeeds, the focus disappears, alerting the caster that the subject is dead.\nFocus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.\nCorruption Cost: 1d6 points of Strength damage, taken all at once at the end of each week.","short_description":"The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no ...","material_components":"0","name":"Plague of Nightmares","level":"","full_text":"<div><p><h5>Plague of Nightmares<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no rest and the subject eventually turns to suicide.<br \/>The caster must have a chunk of flesh from the target and succeed at a touch attack when she casts plague of nightmares.<br \/>If the target fails the Fortitude save, the spell begins to take effect.<br \/>Thereafter, the caster must chant for 12 hours per week and pay the corruption cost each week to maintain the spell.<br \/>The subject begins to feel the effect of this spell the next time he sleeps, as nightmares of evil gods and demons plague him.<br \/>These nightmares continue each night, and each night the subject takes 1d4 points of Charisma damage and gains no natural healing for that day.<br \/>When the subject reaches 0 Charisma, he enters a trance in which he mentally offers his soul to a demon to be devoured.<br \/>That night the subject dies and is beyond even a true resurrection spell.<br \/>The subject gets a new saving throw each day to resist the spell, and one success is enough to end the nightmares.<br \/>If the spell ultimately succeeds, the focus disappears, alerting the caster that the subject is dead.<br \/>Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature&#39;s flesh.<br \/>Corruption Cost: 1d6 points of Strength damage, taken all at once at the end of each week.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to evil gods.\nSee Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods.\nMaterial Component: A lock of hair taken from an unwilling humanoid.","short_description":"The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made t...","material_components":"0","name":"Sacrificial Skill","level":"Assassin 2 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Sacrificial Skill<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to evil gods.<br \/>See Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods.<br \/>Material Component: A lock of hair taken from an unwilling humanoid.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round.\nThe more damage the caster deals, the greater the luck bonus.\nIt's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.\nMaterial Component: A leather strap that has been soaked in human blood.","short_description":"For every 10 points of damage the caster deals in a given round while under the effect of this spell,...","material_components":"0","name":"Sadism","level":"Assassin 3 \/ Blackguard 3 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Sadism<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Blackguard 3 \/ Cleric 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round.<br \/>The more damage the caster deals, the greater the luck bonus.<br \/>It&#39;s possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell&#39;s duration.<br \/>Material Component: A leather strap that has been soaked in human blood.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster drains the personal wellbeing from the subject, who becomes exhausted.\nAfter 1 hour of complete rest, characters become fatigued rather than exhausted.\nA fatigued character becomes exhausted again if she does something else that would normally cause fatigue.\nAfter 8 hours of complete rest, fatigued characters are no longer fatigued.\nMaterial Component: A long needle and a tiny glass bottle.","short_description":"The caster drains the personal wellbeing from the subject, who becomes exhausted.","material_components":"0","name":"Sap Strength","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Sap Strength<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster drains the personal wellbeing from the subject, who becomes exhausted.<br \/>After 1 hour of complete rest, characters become fatigued rather than exhausted.<br \/>A fatigued character becomes exhausted again if she does something else that would normally cause fatigue.<br \/>After 8 hours of complete rest, fatigued characters are no longer fatigued.<br \/>Material Component: A long needle and a tiny glass bottle.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 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":"Grief and sadness overcome the subject.\nShe takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.\nMaterial Component: A tear.","short_description":"Grief and sadness overcome the subject.","material_components":"0","name":"Sorrow","level":"Bard 1 \/ Cleric 1","full_text":"<div><p><h5>Sorrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Grief and sadness overcome the subject.<br \/>She takes a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.<br \/>Material Component: A tear.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"10-ft.\/level radius spread","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"All living creatures within the area become hostile to anyone not affected by the spell, whether in or out of the area, and regardless of alignment or former association.\nThey are likely to attack such creatures, although they retain their intellect and thus retreat or avoid opponents obviously too powerful for them to overcome.\nAffected creatures are likely to continue with their normal activities until presented with someone not affected by the spell.\nSubjects of spread of savagery can identify unaffected creatures by sight through an instinctive, supernatural sense granted by the spell.\nArcane Material Component: Three drops of brain fluid from a beast.","short_description":"All living creatures within the area become hostile to anyone not affected by the spell, whether in o...","material_components":"0","name":"Spread of Savagery","level":"Cleric 9","full_text":"<div><p><h5>Spread of Savagery<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All living creatures within the area become hostile to anyone not affected by the spell, whether in or out of the area, and regardless of alignment or former association.<br \/>They are likely to attack such creatures, although they retain their intellect and thus retreat or avoid opponents obviously too powerful for them to overcome.<br \/>Affected creatures are likely to continue with their normal activities until presented with someone not affected by the spell.<br \/>Subjects of spread of savagery can identify unaffected creatures by sight through an instinctive, supernatural sense granted by the spell.<br \/>Arcane Material Component: Three drops of brain fluid from a beast.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"One helpless creature","duration":"1 hour\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions.\nThe effect is similar to being drugged.\nThe subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.\nMaterial Component: A puffball mushroom.","short_description":"The caster places one creature already helpless in a clouded, confused state that does not allow the ...","material_components":"0","name":"Stupor","level":"Assassin 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Stupor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Cleric 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions.<br \/>The effect is similar to being drugged.<br \/>The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.<br \/>Material Component: A puffball mushroom.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"All within the cone when the spell is cast are overcome with sorrow and grief.\nThey take a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.\nMaterial Component: Three tears.","short_description":"All within the cone when the spell is cast are overcome with sorrow and grief.","material_components":"0","name":"Wave of Grief","level":"Bard 2 \/ Cleric 2","full_text":"<div><p><h5>Wave of Grief<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All within the cone when the spell is cast are overcome with sorrow and grief.<br \/>They take a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.<br \/>Material Component: Three tears.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"","effect":"","area":"An emanation extending in a 20-ft.-radius around a 2-ft.-radius circle on the ground with the caster in the center","duration":"1 minute\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Evil energy bursts in all directions from the spell's origin, filling the area with pain.\nEveryone in the spell's area must succeed at a Fortitude saving throw or take a -2 penalty on all attack rolls, saving throws, and skill checks.\nThose who succeed at the saving throw must make a new saving throw each round if they remain in the area.\nThe pain lasts as long as the spell does.\nThe caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions.\nCreating this circle takes 1 hour, but once created it may be reused any number of times.\nIf anyone attempts to cross the circle during the spell's duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action.\nNauseated characters cannot cross the circle.\nIf someone breaches the circle without becoming nauseated, the spell ends.","short_description":"Evil energy bursts in all directions from the spell's origin, filling the area with pain.","material_components":"0","name":"Circle of Nausea","level":"Cleric 3 \/ Druid 2","full_text":"<div><p><h5>Circle of Nausea<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Evil energy bursts in all directions from the spell&#39;s origin, filling the area with pain.<br \/>Everyone in the spell&#39;s area must succeed at a Fortitude saving throw or take a -2 penalty on all attack rolls, saving throws, and skill checks.<br \/>Those who succeed at the saving throw must make a new saving throw each round if they remain in the area.<br \/>The pain lasts as long as the spell does.<br \/>The caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions.<br \/>Creating this circle takes 1 hour, but once created it may be reused any number of times.<br \/>If anyone attempts to cross the circle during the spell&#39;s duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action.<br \/>Nauseated characters cannot cross the circle.<br \/>If someone breaches the circle without becoming nauseated, the spell ends.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.-radius cylinder, 30 ft. high","duration":"1 round\/level","saving_throw":"Reflex half or Reflex negates (see text)","spell_resistance":"Yes","description":"A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power.\nAll creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6).\nA successful Reflex saving throw reduces damage by half.\nEach round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again.\nIt continues to attack the same area unless otherwise directed.\nThe fist does not need to strike the ground.\nIt can attack airborne targets as well.\nAirborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area.\nMaterial Component: A severed hand from a good-aligned humanoid cleric.\nDisease Component: Festering anger.","short_description":"A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power.","material_components":"0","name":"Crushing Fist of Spite","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Crushing Fist of Spite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half or Reflex negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power.<br \/>All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6).<br \/>A successful Reflex saving throw reduces damage by half.<br \/>Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again.<br \/>It continues to attack the same area unless otherwise directed.<br \/>The fist does not need to strike the ground.<br \/>It can attack airborne targets as well.<br \/>Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell&#39;s area.<br \/>Material Component: A severed hand from a good-aligned humanoid cleric.<br \/>Disease Component: Festering anger.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 action","range":"Touch","target":"Object touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell is similar to darkness, except that those within the area of darkness also take unholy damage.\nCreatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage.\nAs with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).\nDamning darkness counters or dispels any light spell of equal or lower level.\nArcane Material Component: A dollop of pitch with a tiny needle hidden inside it.","short_description":"This spell is similar to darkness, except that those within the area of darkness also take unholy dam...","material_components":"0","name":"Damning Darkness","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Damning Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell is similar to darkness, except that those within the area of darkness also take unholy damage.<br \/>Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage.<br \/>As with the darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell&#39;s target can be shrouded to block the darkness (and thus the damaging effect).<br \/>Damning darkness counters or dispels any light spell of equal or lower level.<br \/>Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.\nThe bolt deals 1d8 points of damage per two caster levels (maximum 5d8).\nHalf the damage is cold, and the other has no specific type.\nWhen struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.","short_description":"The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left...","material_components":"0","name":"Darkbolt","level":"Cleric 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Darkbolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand.<br \/>The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).<br \/>Half the damage is cold, and the other has no specific type.<br \/>When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One creature or object touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius sphere.\nThis spell is most useful in a large, naturally dark area.\nWithin the darklight sphere, creatures that can normally see in the light can see, even though there is no light.\nOnly creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark.\nThus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn't have darkvision), nor can it be seen by them.\nA creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.\nThe darklight spell's sphere is invisible in normal light and does not function in magical darkness.","short_description":"The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius ...","material_components":"0","name":"Darklight","level":"Assassin 2 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Darklight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius sphere.<br \/>This spell is most useful in a large, naturally dark area.<br \/>Within the darklight sphere, creatures that can normally see in the light can see, even though there is no light.<br \/>Only creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark.<br \/>Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn&#39;t have darkvision), nor can it be seen by them.<br \/>A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.<br \/>The darklight spell&#39;s sphere is invisible in normal light and does not function in magical darkness.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature of good alignment","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster speaks a single unique word of pure malevolence--a powerful utterance from the Dark Speech (see Chapter 2).\nThe word is so foul that it harms the very soul of one that hears it.\nThe utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain.\nThe power of this spell protects the caster from the damaging effects of both hearing and knowing the word.\nTo attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).","short_description":"The caster speaks a single unique word of pure malevolence--a powerful utterance from the Dark Speech...","material_components":"0","name":"Dread Word","level":"Demonologist 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Dread Word<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster speaks a single unique word of pure malevolence&#8212;a powerful utterance from the Dark Speech (see Chapter 2).<br \/>The word is so foul that it harms the very soul of one that hears it.<br \/>The utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain.<br \/>The power of this spell protects the caster from the damaging effects of both hearing and knowing the word.<br \/>To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed.","short_description":"The caster evokes pure evil power in the form of a black claw that flies at the target.","material_components":"0","name":"Flesh Ripper","level":"Cleric 3 \/ Mortal Hunter 3","full_text":"<div><p><h5>Flesh Ripper<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Mortal Hunter 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed.<\/p><\/p>Reference: Book of Vile Darkness 96<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"","saving_throw":"","spell_resistance":"","description":"As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage.","short_description":"As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire da...","material_components":"0","name":"Hellfire Storm","level":"","full_text":"<div><p><h5>Hellfire Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>As hellfire, except in area and range and that the spell deals 5d6 points of special diabolic fire damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"5-ft.-radius spread","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage.\nThe diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic.","short_description":"The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic ...","material_components":"0","name":"Hellfire","level":"","full_text":"<div><p><h5>Hellfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates a small explosion of brimstone and fire that deals 3d6 points of special diabolic fire damage.<br \/>The diabolic flames are not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster blasts a lancelike projectile of greenish-black energy from his hand, striking a single foe as a ranged touch attack.\nThe energy does not harm the subject.\nInstead, the subject's closest friend or dearest loved one is wracked with pain and takes 1d6 points of damage for every two caster levels (maximum 10d6).\nThere is no limit to the distance between the caster and the loved one, and the loved one gets no saving throw or spell resistance.\nIf the loved one is within an antimagic field, the spell has no effect.\nIt may take DMs and players a moment to determine who the subject's dearest loved one is.\nThe DM determines this for nonplayer characters (NPCs).\nIt is rare (but possible) that no individual qualifies.\nIn that case, the subject takes the damage.\nCorruption Cost: 1d6 points of Intelligence damage.","short_description":"The caster blasts a lancelike projectile of greenish-black energy from his hand, striking a single fo...","material_components":"0","name":"Love's Pain","level":"","full_text":"<div><p><h5>Love's Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster blasts a lancelike projectile of greenish-black energy from his hand, striking a single foe as a ranged touch attack.<br \/>The energy does not harm the subject.<br \/>Instead, the subject&#39;s closest friend or dearest loved one is wracked with pain and takes 1d6 points of damage for every two caster levels (maximum 10d6).<br \/>There is no limit to the distance between the caster and the loved one, and the loved one gets no saving throw or spell resistance.<br \/>If the loved one is within an antimagic field, the spell has no effect.<br \/>It may take DMs and players a moment to determine who the subject&#39;s dearest loved one is.<br \/>The DM determines this for nonplayer characters (NPCs).<br \/>It is rare (but possible) that no individual qualifies.<br \/>In that case, the subject takes the damage.<br \/>Corruption Cost: 1d6 points of Intelligence damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"See text","range":"See text","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster sends her image through a mirror into another mirror or mirrored surface that the chosen target looks into.\nThe caster casts the spell, then stares into her mirror until the target sees his reflection in another mirror, or until the caster tires and gives up.\nThe caster can see the subject and his surroundings in her mirror whenever the subject looks at his mirror.\nFrom the subject's perspective, the caster appears to be staring out of the mirror, replacing the subject's own reflection or appearing right behind him (caster's choice).\nThe caster can have her image say up to one word per caster level before it disappears, if she chooses.\nThe image remains for only 1 round.\nSubjects not expecting a mirror sending can be greatly unnerved by this spell.\nFocus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp.\nThe mirror must be at least 2 feet by 4 feet.","short_description":"The caster sends her image through a mirror into another mirror or mirrored surface that the chosen t...","material_components":"0","name":"Mirror Sending","level":"Mortal Hunter 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Mirror Sending<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Mortal Hunter 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster sends her image through a mirror into another mirror or mirrored surface that the chosen target looks into.<br \/>The caster casts the spell, then stares into her mirror until the target sees his reflection in another mirror, or until the caster tires and gives up.<br \/>The caster can see the subject and his surroundings in her mirror whenever the subject looks at his mirror.<br \/>From the subject&#39;s perspective, the caster appears to be staring out of the mirror, replacing the subject&#39;s own reflection or appearing right behind him (caster&#39;s choice).<br \/>The caster can have her image say up to one word per caster level before it disappears, if she chooses.<br \/>The image remains for only 1 round.<br \/>Subjects not expecting a mirror sending can be greatly unnerved by this spell.<br \/>Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp.<br \/>The mirror must be at least 2 feet by 4 feet.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20).\nIf the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing the subject 2d6 points of damage each round.\nIf the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.","short_description":"The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20).","material_components":"0","name":"Song of Festering Death","level":"Bard 2","full_text":"<div><p><h5>Song of Festering Death<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20).<br \/>If the Perform check succeeds and the target fails a Fortitude saving throw, the subject&#39;s flesh bubbles and festers into pestilent blobs, dealing the subject 2d6 points of damage each round.<br \/>If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"30 ft.","target":"All creatures within range","effect":"","area":"","duration":"1 round","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster emits a piercing screech like that of a vrock demon.\nEvery creature within the area is stunned for 1 round.\nMaterial Component: Feather of a large bird or a vrock.\nDrug Component:Mushroom powder.","short_description":"The caster emits a piercing screech like that of a vrock demon.","material_components":"0","name":"Stunning Screech","level":"Bard 3 \/ Demonologist 2","full_text":"<div><p><h5>Stunning Screech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Demonologist 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster emits a piercing screech like that of a vrock demon.<br \/>Every creature within the area is stunned for 1 round.<br \/>Material Component: Feather of a large bird or a vrock.<br \/>Drug Component:Mushroom powder.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"","effect":"One shortspear","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency.\nThe caster can throw it, but if he does, the spell ends after the ranged attack is resolved.\nThe vile lance is treated in all ways like a +2 shortspear, except that the damage dealt is vile damage.\nArcane Material Component: A bone fragment of a good-aligned creature.","short_description":"Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with profici...","material_components":"0","name":"Vile Lance","level":"Blackguard 4 \/ Cleric 3 \/ Mortal Hunter 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Vile Lance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 3 \/ Mortal Hunter 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One shortspear<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency.<br \/>The caster can throw it, but if he does, the spell ends after the ranged attack is resolved.<br \/>The vile lance is treated in all ways like a +2 shortspear, except that the damage dealt is vile damage.<br \/>Arcane Material Component: A bone fragment of a good-aligned creature.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"50-ft.\/level radius","duration":"24 hours","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell must be cast at night.\nLycanthropy infects 1d4 humanoid creatures in the area, designated randomly.\nThese creatures immediately change into their animal or hybrid forms (their choice) and begin savagely attacking all around them.\nTo determine the type of lycanthropy that afflicts a subject, roll on the following table.\nSee the Lycanthrope template in the Monster Manual for more information on lycanthropy, including how to cure it.\nMaterial Component: A bit of a lycanthrope's fur or skin.","short_description":"This spell must be cast at night.","material_components":"0","name":"Were-doom","level":"Cleric 9 \/ Druid 9","full_text":"<div><p><h5>Were-doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell must be cast at night.<br \/>Lycanthropy infects 1d4 humanoid creatures in the area, designated randomly.<br \/>These creatures immediately change into their animal or hybrid forms (their choice) and begin savagely attacking all around them.<br \/>To determine the type of lycanthropy that afflicts a subject, roll on the following table.<br \/>See the Lycanthrope template in the Monster Manual for more information on lycanthropy, including how to cure it.<br \/>Material Component: A bit of a lycanthrope&#39;s fur or skin.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.\/level radius cylinder 10 ft.\/level high","duration":"1 round\/level","saving_throw":"Reflex half","spell_resistance":"Yes","description":"The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth.\nAnyone within the area takes 1d8 points of damage for every two caster levels (maximum 10d8) from the magically created biting mouths and tearing teeth.\nThe whirlwind moves as the caster mentally directs (as a free action), with a speed of 40 feet.\nArcane Material Component: A handful of bloody teeth.","short_description":"The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full o...","material_components":"0","name":"Whirlwind of Teeth","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Whirlwind of Teeth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth.<br \/>Anyone within the area takes 1d8 points of damage for every two caster levels (maximum 10d8) from the magically created biting mouths and tearing teeth.<br \/>The whirlwind moves as the caster mentally directs (as a free action), with a speed of 40 feet.<br \/>Arcane Material Component: A handful of bloody teeth.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude partial (see text)","spell_resistance":"Yes","description":"The caster calls up unholy power to smite his enemies.\nThe power takes the form of a soul-chilling mass of clawing darkness.\nOnly good and neutral (not evil) creatures are harmed by the spell.\nThe spell deals 1d8 pts. of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds.\nA successful Fortitude save reduces damage to half and negates the stunning effect.\nThe spell deals only half damage to creatures that are neither evil nor good, and they are not stunned.\nSuch creatures can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.","short_description":"The caster calls up unholy power to smite his enemies.","material_components":"0","name":"Wretched Blight","level":"Cleric 7","full_text":"<div><p><h5>Wretched Blight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster calls up unholy power to smite his enemies.<br \/>The power takes the form of a soul-chilling mass of clawing darkness.<br \/>Only good and neutral (not evil) creatures are harmed by the spell.<br \/>The spell deals 1d8 pts. of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds.<br \/>A successful Fortitude save reduces damage to half and negates the stunning effect.<br \/>The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned.<br \/>Such creatures can reduce the damage in half again (down to one-quarter of the roll) with a successful Reflex save.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will disbelief (if interacted with) and Will negates (see text)","spell_resistance":"Yes","description":"The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails.\nHowever, the spell creates the phantasmal image in the subject's mind that the action succeeded.\nThe subject behaves accordingly for 1 round.\nDuring the next round, the phantasm fades and the subject now realizes that he was fooled.\nIf the subject fails a second Will save, he then takes a -4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.","short_description":"The next time the subject of this spell attempts an action that requires a die roll to determine succ...","material_components":"0","name":"Cruel Disappointment","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Cruel Disappointment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will disbelief (if interacted with) and Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails.<br \/>However, the spell creates the phantasmal image in the subject&#39;s mind that the action succeeded.<br \/>The subject behaves accordingly for 1 round.<br \/>During the next round, the phantasm fades and the subject now realizes that he was fooled.<br \/>If the subject fails a second Will save, he then takes a -4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round + 1d10 minutes","saving_throw":"Will negates","spell_resistance":"Yes","description":"This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out.\nIf the target fails his saving throw, he is dazed (and horrified) for 1 round.\nOn the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.","short_description":"This illusion forces the subject to believe his flesh is rotting and falling off his body, and that h...","material_components":"0","name":"Curse of the Putrid Husk","level":"Bard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Curse of the Putrid Husk<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round + 1d10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out.<br \/>If the target fails his saving throw, he is dazed (and horrified) for 1 round.<br \/>On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"10 minutes","range":"See text","target":"One creature","effect":"","area":"","duration":"1 round (see text)","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster contacts a particular creature with whomshe is familiar and sends a short message of twenty-five words or less to the subject.\nThe subject is convinced that the sender of the message is someone other than the caster, as specified by the caster.\nThe caster must be also familiar with the false sender.\nThe subject can answer in like manner immediately.\nCreatures with Intelligence scores as low as 1 can understand the sending, though a subject's ability to react is limited normally by its Intelligence.\nEven if the sending is received, the subject creature is not obligated to act upon it in any manner.\nIf the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive.\n(Local conditions on other planes may worsen this chance considerably, at the option of the DM).\nArcane Material Component: A short piece of corroded copper wire.","short_description":"The caster contacts a particular creature with whomshe is familiar and sends a short message of twent...","material_components":"0","name":"False Sending","level":"Cleric 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>False Sending<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster contacts a particular creature with whomshe is familiar and sends a short message of twenty-five words or less to the subject.<br \/>The subject is convinced that the sender of the message is someone other than the caster, as specified by the caster.<br \/>The caster must be also familiar with the false sender.<br \/>The subject can answer in like manner immediately.<br \/>Creatures with Intelligence scores as low as 1 can understand the sending, though a subject&#39;s ability to react is limited normally by its Intelligence.<br \/>Even if the sending is received, the subject creature is not obligated to act upon it in any manner.<br \/>If the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive.<br \/>(Local conditions on other planes may worsen this chance considerably, at the option of the DM).<br \/>Arcane Material Component: A short piece of corroded copper wire.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Concentration (see below)","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save.\nThe subject can attempt a new saving throw each round to end the spell.\nEven after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night.\nThe nightmares prevent the subject from benefiting from natural healing.\nThese nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night.\nThis nightmare effect is treated as a curse and thus cannot be dispelled.\nIt is subject to remove curse, however.\nMaterial Component: A 2-inch-diameter multicolored disk of paper or ribbon.","short_description":"This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fai...","material_components":"0","name":"Reality Blind","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Reality Blind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (see below)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save.<br \/>The subject can attempt a new saving throw each round to end the spell.<br \/>Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night.<br \/>The nightmares prevent the subject from benefiting from natural healing.<br \/>These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night.<br \/>This nightmare effect is treated as a curse and thus cannot be dispelled.<br \/>It is subject to remove curse, however.<br \/>Material Component: A 2-inch-diameter multicolored disk of paper or ribbon.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Illusion","subschool":"Phantasm","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster makes his face resemble one of the opponent's departed loved ones or bitter enemies.\nThe subject takes a -1 morale penalty on attack rolls for the duration of the spell.","short_description":"The caster makes his face resemble one of the opponent's departed loved ones or bitter enemies.","material_components":"0","name":"Unnerving Gaze","level":"Demonologist 1 \/ Mortal Hunter 1 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Unnerving Gaze<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Phantasm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 1 \/ Mortal Hunter 1 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes his face resemble one of the opponent&#39;s departed loved ones or bitter enemies.<br \/>The subject takes a -1 morale penalty on attack rolls for the duration of the spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution.\n\nFocus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.\n\nCorruption Cost: 2d6 points of Wisdom damage.","short_description":"The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-qua...","material_components":"0","name":"Absorb Strength","level":"","full_text":"<div><p><h5>Absorb Strength<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster eats at least a portion of the flesh of another creature&#39;s corpse, thereby gaining one-quarter of the creature&#39;s Strength score as an enhancement bonus to the caster&#39;s Strength score, and one-quarter of the creature&#39;s Constitution score as an enhancement bonus to the caster&#39;s Constitution.<\/p>\n\n\t<p>Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature&#39;s flesh.<\/p>\n\n\t<p>Corruption Cost: 2d6 points of Wisdom damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (maximum penalty -10).","short_description":"The caster temporarily strains the subject's muscles in a very specific way.","material_components":"0","name":"Angry Ache","level":"Assassin 1 \/ Cleric 1","full_text":"<div><p><h5>Angry Ache<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster temporarily strains the subject&#39;s muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 circumstance penalty for every four caster levels (maximum penalty -10).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Touch","target":"","effect":"One bone that becomes a blade","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice).\nThis weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4).\nFurthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to good-aligned targets.\nThis spell confers no proficiency with the blade, but the caster doesn't need to be the one wielding the blade for it to be effective.\nFocus: A 6-inch-long bone.","short_description":"The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster...","material_components":"0","name":"Boneblade","level":"Blackguard 2 \/ Cleric 3","full_text":"<div><p><h5>Boneblade<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 2 \/ Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One bone that becomes a blade<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster&#39;s choice).<br \/>This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4).<br \/>Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to good-aligned targets.<br \/>This spell confers no proficiency with the blade, but the caster doesn&#39;t need to be the one wielding the blade for it to be effective.<br \/>Focus: A 6-inch-long bone.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"One creature that has a skeleton","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half or Fortitude negates (see text)","spell_resistance":"Yes","description":"The caster causes some bone within a touched creature to break or crack.\nThe caster cannot specify which bone.\nBecause the damage is general rather than specific, the target takes 1d3 points of Constitution damage.\nA Fortitude save reduces the Constitution damage by half,\nor negates it if the full damage would have been 1 point of Constitution damage.\nMaterial Component: The bone of a small child that still lives.","short_description":"The caster causes some bone within a touched creature to break or crack.","material_components":"0","name":"Boneblast","level":"Blackguard 1 \/ Cleric 2","full_text":"<div><p><h5>Boneblast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half or Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes some bone within a touched creature to break or crack.<br \/>The caster cannot specify which bone.<br \/>Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage.<br \/>A Fortitude save reduces the Constitution damage by half,<br \/>or negates it if the full damage would have been 1 point of Constitution damage.<br \/>Material Component: The bone of a small child that still lives.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 minute","range":"Touch","target":"","effect":"One corpse","area":"","duration":"Instantaneous","saving_throw":"None (Will negates for undead)","spell_resistance":"No (Yes for undead)","description":"With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely nothing remains.\nA creature whose body is destroyed by a charnel fire spell can only be brought back to life through a true resurrection spell.\nIf this spell is cast upon a corporeal undead, the creature gets a Will saving throw, and the caster must overcome its spell resistance (if any).\nIf the undead creature fails its save, it is destroyed forever.","short_description":"With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely no...","material_components":"0","name":"Charnel Fire","level":"Cleric 5","full_text":"<div><p><h5>Charnel Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One corpse<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (Will negates for undead)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No (Yes for undead)<br\/><\/td><\/tr><\/table><p>\t<p>With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely nothing remains.<br \/>A creature whose body is destroyed by a charnel fire spell can only be brought back to life through a true resurrection spell.<br \/>If this spell is cast upon a corporeal undead, the creature gets a Will saving throw, and the caster must overcome its spell resistance (if any).<br \/>If the undead creature fails its save, it is destroyed forever.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One humanoid","effect":"","area":"","duration":"Concentration (see text)","saving_throw":"Will negates (see text)","spell_resistance":"No","description":"The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it.\nThe victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.\nEach round, the caster must concentrate to maintain the spell.\nIn addition, a conscious victim gains a new saving throw each round to stop the spell.\nIf the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.","short_description":"The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins...","material_components":"0","name":"Clutch of Orcus","level":"Cleric 3","full_text":"<div><p><h5>Clutch of Orcus<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates a magical force that grips the subject&#39;s heart (or similar vital organ) and begins crushing it.<br \/>The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round.<br \/>Each round, the caster must concentrate to maintain the spell.<br \/>In addition, a conscious victim gains a new saving throw each round to stop the spell.<br \/>If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster&#39;s hand.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"Permanent","saving_throw":"","spell_resistance":"","description":"The caster can take on the appearance and form--\nincluding clothing and equipment--of a corporeal humanoid that is freshly dead.\nThe caster assumes the form of the creature as it looked when it lived.\nThe caster must eat the flesh of the corpse whose form is to be assumed as he casts the spell.\nOnce the spell is complete, the caster can assume the new likeness at will.\nBy changing to this new form, the caster's body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and his weight can be changed up to one-half.\nIf the form selected has wings, the caster can fly at a speed of 30 feet with poor maneuverability.\nIf the form has gills, he can breathe underwater.\nThe caster cannot assume the likeness of something that is a different size than he is.\nThe caster's attack bonuses, natural armor bonus, and saves do not change.\nThe spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form.\nIf the caster takes damage or dies, he automatically reverts to his normal form.\nThe caster can also take a standard action to voluntarily assume his normal form.\nIf the caster uses this spell to create a disguise, he gets a +10 bonus on his Disguise check.\nFocus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.\nCorruption Cost: 2d6 points of Wisdom drain.","short_description":"The caster can take on the appearance and form--\nincluding clothing and equipment--of a corporeal hum...","material_components":"0","name":"Consume Likeness","level":"","full_text":"<div><p><h5>Consume Likeness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><\/table><p>\t<p>The caster can take on the appearance and form&#8212;<br \/>including clothing and equipment&#8212;of a corporeal humanoid that is freshly dead.<br \/>The caster assumes the form of the creature as it looked when it lived.<br \/>The caster must eat the flesh of the corpse whose form is to be assumed as he casts the spell.<br \/>Once the spell is complete, the caster can assume the new likeness at will.<br \/>By changing to this new form, the caster&#39;s body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and his weight can be changed up to one-half.<br \/>If the form selected has wings, the caster can fly at a speed of 30 feet with poor maneuverability.<br \/>If the form has gills, he can breathe underwater.<br \/>The caster cannot assume the likeness of something that is a different size than he is.<br \/>The caster&#39;s attack bonuses, natural armor bonus, and saves do not change.<br \/>The spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form.<br \/>If the caster takes damage or dies, he automatically reverts to his normal form.<br \/>The caster can also take a standard action to voluntarily assume his normal form.<br \/>If the caster uses this spell to create a disguise, he gets a +10 bonus on his Disguise check.<br \/>Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature&#39;s flesh.<br \/>Corruption Cost: 2d6 points of Wisdom drain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Spread centered on caster","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"To cast this spell, the caster dances wildly and chants.\nAfter she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range.\nAll nondemon creatures within the area take 2d20 points of damage.","short_description":"To cast this spell, the caster dances wildly and chants.","material_components":"0","name":"Dance of Ruin","level":"Bard 2 \/ Cleric 2 \/ Demonologist 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Dance of Ruin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Demonologist 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>To cast this spell, the caster dances wildly and chants.<br \/>After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range.<br \/>All nondemon creatures within the area take 2d20 points of damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 action","range":"Touch","target":"One corpse","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"The caster marks a corpse with a particular magical signature, thus identifying himself (truthfully or falsely) as the murderer.\nSome assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay.\nThe signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse's flesh, a discoloration of one eye, and so on.","short_description":"The caster marks a corpse with a particular magical signature, thus identifying himself (truthfully o...","material_components":"0","name":"Death Grimace","level":"Assassin 1 \/ Blackguard 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Death Grimace<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Blackguard 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster marks a corpse with a particular magical &quot;signature&quot;, thus identifying himself (truthfully or falsely) as the murderer.<br \/>Some assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay.<br \/>The signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse&#39;s flesh, a discoloration of one eye, and so on.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 full round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One incorporeal undead\/level","effect":"","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance.\nEach of these enhancements increases by +1 for every three caster levels.\nSo a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance.","short_description":"The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit point...","material_components":"0","name":"Ectoplasmic Enhancement","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Ectoplasmic Enhancement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance.<br \/>Each of these enhancements increases by +1 for every three caster levels.<br \/>So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The subject's body is twisted and warped, wracked forever with excruciating pain.\nThe subject is rendered helpless, but--as long as the spell continues--it is sustained and has no need for food, drink, or air.\nThe subject does not age--all the better to ensure a true eternity of unimaginable torture.\nThe subject takes 1 point of drain to each ability score each day until all scores are reduced to 0 (except Constitution, which stays at 1).\nThe subject cannot heal or regenerate.\nLastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain.\nA single Fortitude saving throw is all that stands between a target and this horrible spell.\nHowever, even if the saving throw is successful, the target still feels terrible (but temporary) pain.\nThe target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster.","short_description":"The subject's body is twisted and warped, wracked forever with excruciating pain.","material_components":"0","name":"Eternity of Torture","level":"","full_text":"<div><p><h5>Eternity of Torture<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s body is twisted and warped, wracked forever with excruciating pain.<br \/>The subject is rendered helpless, but&#8212;as long as the spell continues&#8212;it is sustained and has no need for food, drink, or air.<br \/>The subject does not age&#8212;all the better to ensure a true eternity of unimaginable torture.<br \/>The subject takes 1 point of drain to each ability score each day until all scores are reduced to 0 (except Constitution, which stays at 1).<br \/>The subject cannot heal or regenerate.<br \/>Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain.<br \/>A single Fortitude saving throw is all that stands between a target and this horrible spell.<br \/>However, even if the saving throw is successful, the target still feels terrible (but temporary) pain.<br \/>The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living humanoid","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The hand of the subject tears itself away from one of his arms, leaving a bloody stump.\nThis trauma deals 6d6 points of damage.\nThen the hand, animated and floating in the air, begins to attack the subject.\nThe hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls.\nThe hand can be turned or rebuked as a wight.\nIf the hand is defeated, only a regenerate spell can restore the victim to normal.","short_description":"The hand of the subject tears itself away from one of his arms, leaving a bloody stump.","material_components":"0","name":"Grim Revenge","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Grim Revenge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The hand of the subject tears itself away from one of his arms, leaving a bloody stump.<br \/>This trauma deals 6d6 points of damage.<br \/>Then the hand, animated and floating in the air, begins to attack the subject.<br \/>The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls.<br \/>The hand can be turned or rebuked as a wight.<br \/>If the hand is defeated, only a regenerate spell can restore the victim to normal.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The innards of the target creature roil.\nIf the target fails its saving throw, its intestines burst forth, killing it.\nThe intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength.\nIf the target's save is successful, it takes 10d6 points of damage instead.\nA creature with no discernible anatomy is unaffected by this spell.","short_description":"The innards of the target creature roil.","material_components":"0","name":"Gutwrench","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Gutwrench<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The innards of the target creature roil.<br \/>If the target fails its saving throw, its intestines burst forth, killing it.<br \/>The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength.<br \/>If the target&#39;s save is successful, it takes 10d6 points of damage instead.<br \/>A creature with no discernible anatomy is unaffected by this spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M, AF","casting_time":"1 action (see text)","range":"Medium(100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"No","description":"By casting imprison soul, the caster places the subject's soul in a receptacle, such as a gem, ring, or some other minuscule object, leaving the subject's body lifeless.\nWhile trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed.\nThe rituals to prepare the receptacle require three days.\nDestroying or opening the receptacle ends the spell, releasing the soul.\nTo cast the spell, the receptacle must be within spell range and the caster must know where it is.\nThe caster must also know the name of the target.\nMaterial Component: A portion of the target's body (a fingernail, a strand of hair, or some other small part).\nFocus: A Tiny or smaller object to be the receptacle for the subject's soul.","short_description":"By casting imprison soul, the caster places the subject's soul in a receptacle, such as a gem, ring, ...","material_components":"0","name":"Imprison Soul","level":"Cleric 7","full_text":"<div><p><h5>Imprison Soul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium(100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting imprison soul, the caster places the subject&#39;s soul in a receptacle, such as a gem, ring, or some other minuscule object, leaving the subject&#39;s body lifeless.<br \/>While trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed.<br \/>The rituals to prepare the receptacle require three days.<br \/>Destroying or opening the receptacle ends the spell, releasing the soul.<br \/>To cast the spell, the receptacle must be within spell range and the caster must know where it is.<br \/>The caster must also know the name of the target.<br \/>Material Component: A portion of the target&#39;s body (a fingernail, a strand of hair, or some other small part).<br \/>Focus: A Tiny or smaller object to be the receptacle for the subject&#39;s soul.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 day","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Over the course of one day, the caster takes a subject already in great pain--wracked with disease, the victim of torture, or dying of a wound, for example--and captures its pain in liquid form.\nThis physical manifestation of agony can be used to create magic items or enhance spells (see Pain as Power in Chapter 2).\nIt can also be used as a potent drug.\nFocus: A jar, vial, or other container for the liquid pain.","short_description":"Over the course of one day, the caster takes a subject already in great pain--wracked with disease, t...","material_components":"0","name":"Liquid Pain","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Liquid Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Over the course of one day, the caster takes a subject already in great pain&#8212;wracked with disease, the victim of torture, or dying of a wound, for example&#8212;and captures its pain in liquid form.<br \/>This physical manifestation of agony can be used to create magic items or enhance spells (see Pain as Power in Chapter 2).<br \/>It can also be used as a potent drug.<br \/>Focus: A jar, vial, or other container for the liquid pain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period.\nThe caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies.\nThe subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases).\nHowever, the disease, once unleashed, continues to spread.\nFor the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady.\nThat victim in turn becomes contagious on the first day of her own affliction.\nDisease Component: Any disease.","short_description":"The subject contracts a particularly terrible and contagious disease, which strikes immediately with ...","material_components":"0","name":"Pestilence","level":"Cleric 8 \/ Druid 7","full_text":"<div><p><h5>Pestilence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period.<br \/>The caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies.<br \/>The subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases).<br \/>However, the disease, once unleashed, continues to spread.<br \/>For the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady.<br \/>That victim in turn becomes contagious on the first day of her own affliction.<br \/>Disease Component: Any disease.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One living creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster creates a conduit of evil energy between himself and another creature.\nThrough the conduit, the caster can leech off ability score points at the rate of 1 point per round.\nThe other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell.\nIn other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement bonuses.\nThe enhancement bonus lasts for 10 minutes per caster level.\nCorruption Cost: 1 point of Wisdom drain.","short_description":"The caster creates a conduit of evil energy between himself and another creature.","material_components":"0","name":"Power Leech","level":"","full_text":"<div><p><h5>Power Leech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates a conduit of evil energy between himself and another creature.<br \/>Through the conduit, the caster can leech off ability score points at the rate of 1 point per round.<br \/>The other creature takes 1 point of drain from an ability score of the caster&#39;s choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell.<br \/>In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don&#39;t stack with other castings of power leech or with other enhancement bonuses.<br \/>The enhancement bonus lasts for 10 minutes per caster level.<br \/>Corruption Cost: 1 point of Wisdom drain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to one living creature\/level, no two of which can be more than 10 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Subjects take 1d4 points of Constitution drain.\nTheir skin breaks out in lesions and takes on a pale yellow pallor.","short_description":"Subjects take 1d4 points of Constitution drain.","material_components":"0","name":"Pox","level":"Druid 6","full_text":"<div><p><h5>Pox<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Subjects take 1d4 points of Constitution drain.<br \/>Their skin breaks out in lesions and takes on a pale yellow pallor.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"","effect":"One organ","area":"","duration":"24 hours","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes","description":"The caster preserves a single severed organ from a living creature so that it does not decay or rot.\nEvil casters use preserved organs as material spell components.\nThere are ritual uses for body parts as well.\nThe organ is kept in the exact state it was in when the spell was cast.\nIf a heart is still beating and bloody, for example, then it remains that way.","short_description":"The caster preserves a single severed organ from a living creature so that it does not decay or rot.","material_components":"0","name":"Preserve Organ","level":"Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Preserve Organ<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Druid 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One organ<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster preserves a single severed organ from a living creature so that it does not decay or rot.<br \/>Evil casters use preserved organs as material spell components.<br \/>There are ritual uses for body parts as well.<br \/>The organ is kept in the exact state it was in when the spell was cast.<br \/>If a heart is still beating and bloody, for example, then it remains that way.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject's skin turns red and blisters.\nThe blisters quickly turn into oozing wounds.\nFurthermore, the subject's sense of self becomes strangely clouded, diminishing her self-esteem.\nThe subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage.\nCorruption Cost: 1d6 points of Strength damage.","short_description":"The subject's skin turns red and blisters.","material_components":"0","name":"Red Fester","level":"","full_text":"<div><p><h5>Red Fester<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s skin turns red and blisters.<br \/>The blisters quickly turn into oozing wounds.<br \/>Furthermore, the subject&#39;s sense of self becomes strangely clouded, diminishing her self-esteem.<br \/>The subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage.<br \/>Corruption Cost: 1d6 points of Strength damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"The caster channels dark energy that blasts and blackens the subject's flesh.\nThe subject takes 1d4 points of damage per caster level (maximum 10d4).\nDisease Component: Soul rot.","short_description":"The caster channels dark energy that blasts and blackens the subject's flesh.","material_components":"0","name":"Shriveling","level":"Cleric 3 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Shriveling<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster channels dark energy that blasts and blackens the subject&#39;s flesh.<br \/>The subject takes 1d4 points of damage per caster level (maximum 10d4).<br \/>Disease Component: Soul rot.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"One living creature","effect":"","area":"","duration":"Permanent (see below)","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster absorbs the life force and physical form from a living subject and uses it for himself.\nThe victim must be rendered helpless to cast this spell upon her.\nFor that day, the caster heals at twice the normal natural rate and does not need to eat.\nThe subject, on the other hand, does not heal naturally that day and takes 1 point of Constitution damage.\nAs long as the caster touches the subject once per day, he gains the benefits and the subject takes the Constitution damage.\nIf the caster does not touch the subject within 24 hours of the last time he touched her, the spell ends.\nVillains often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance.\nLocation Component: An area under the effect of a desecrate or unhallow spell.","short_description":"The caster absorbs the life force and physical form from a living subject and uses it for himself.","material_components":"0","name":"Slow Consumption","level":"Cleric 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Slow Consumption<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (see below)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster absorbs the life force and physical form from a living subject and uses it for himself.<br \/>The victim must be rendered helpless to cast this spell upon her.<br \/>For that day, the caster heals at twice the normal natural rate and does not need to eat.<br \/>The subject, on the other hand, does not heal naturally that day and takes 1 point of Constitution damage.<br \/>As long as the caster touches the subject once per day, he gains the benefits and the subject takes the Constitution damage.<br \/>If the caster does not touch the subject within 24 hours of the last time he touched her, the spell ends.<br \/>Villains often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance.<br \/>Location Component: An area under the effect of a desecrate or unhallow spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"Yes","description":"The caster draws out the soul of a dead creature and imprisons it within a specially made talisman.\nThe subject must have had the talisman in his possession when he died, or the spell cannot function.\nHenceforth, if the talisman is in the caster's possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round\/level each day, asking one question per round.\nThe soul looks as it did in life, including the clothing and equipment it had with it on the day it died.\nAnswers are clear, complete, and precise.\nIf the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw.\nA successful saving throw indicates that the spell ends and the soul departs to the afterlife.\nFocus: The talisman that will be the receptacle for the soul.\nLocation Component: An area under the effect of a desecrate or unhallow spell.","short_description":"The caster draws out the soul of a dead creature and imprisons it within a specially made talisman.","material_components":"0","name":"Soul Shackles","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Soul Shackles<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster draws out the soul of a dead creature and imprisons it within a specially made talisman.<br \/>The subject must have had the talisman in his possession when he died, or the spell cannot function.<br \/>Henceforth, if the talisman is in the caster&#39;s possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round\/level each day, asking one question per round.<br \/>The soul looks as it did in life, including the clothing and equipment it had with it on the day it died.<br \/>Answers are clear, complete, and precise.<br \/>If the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw.<br \/>A successful saving throw indicates that the spell ends and the soul departs to the afterlife.<br \/>Focus: The talisman that will be the receptacle for the soul.<br \/>Location Component: An area under the effect of a desecrate or unhallow spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living humanoid","effect":"","area":"","duration":"Concentration","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster taps into the life force of a subject and drains it away, adding it to her own.\nEach round the caster concentrates, she deals 1 point of ability score drain to the subject.\nAlthough the caster can choose which ability score to drain, she must choose a different ability score to drain in each round and cannot choose a score already drained until she has drained all the others equally, at which point the process starts over.\nThus, if the caster drains 1 point of Strength, she must choose another ability in the next round and cannot choose Strength again until she has drained 1 point each of Constitution, Dexterity, Intelligence, Wisdom, and Charisma.\nThen, the caster can drain a second point of Strength (or any other ability), but not a third until she has drained a second point from all the other ability scores.\nIf the caster casts this spell on the night of a full moon, she becomes effectively one week younger for every point she drains.\n(Her age is reduced, but memories and abilities acquired during that week are not lost).\nOtherwise, the subject takes the ability score drain, but the caster gains nothing.\nThe subject withers and shrivels as the caster drains its ability scores.\nWhen the subject's Constitution score reaches 0, the subject becomes a horrid, dry husk and cannot be further drained.\nIf the caster dies while concentrating on this spell, all the subject's lost ability score points are immediately regained.\nLocation Component: An area under the effect of a desecrate or unhallow spell.","short_description":"The caster taps into the life force of a subject and drains it away, adding it to her own.","material_components":"0","name":"Steal Life","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Steal Life<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster taps into the life force of a subject and drains it away, adding it to her own.<br \/>Each round the caster concentrates, she deals 1 point of ability score drain to the subject.<br \/>Although the caster can choose which ability score to drain, she must choose a different ability score to drain in each round and cannot choose a score already drained until she has drained all the others equally, at which point the process starts over.<br \/>Thus, if the caster drains 1 point of Strength, she must choose another ability in the next round and cannot choose Strength again until she has drained 1 point each of Constitution, Dexterity, Intelligence, Wisdom, and Charisma.<br \/>Then, the caster can drain a second point of Strength (or any other ability), but not a third until she has drained a second point from all the other ability scores.<br \/>If the caster casts this spell on the night of a full moon, she becomes effectively one week younger for every point she drains.<br \/>(Her age is reduced, but memories and abilities acquired during that week are not lost).<br \/>Otherwise, the subject takes the ability score drain, but the caster gains nothing.<br \/>The subject withers and shrivels as the caster drains its ability scores.<br \/>When the subject&#39;s Constitution score reaches 0, the subject becomes a horrid, dry husk and cannot be further drained.<br \/>If the caster dies while concentrating on this spell, all the subject&#39;s lost ability score points are immediately regained.<br \/>Location Component: An area under the effect of a desecrate or unhallow spell.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S","casting_time":"1 action","range":"Touch","target":"","effect":"","area":"One living humanoid or animal","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack.\nThe subject suddenly drops to -8 hit points, then -9 hit points at the end of this round.\nIf someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes.\nOtherwise, at the end of the next round, the subject reaches -10 hit points and dies.\nDrug Component: Baccaran.","short_description":"Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart att...","material_components":"0","name":"Stop Heart","level":"Assassin 4 \/ Cleric 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Stop Heart<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Cleric 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack.<br \/>The subject suddenly drops to -8 hit points, then -9 hit points at the end of this round.<br \/>If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes.<br \/>Otherwise, at the end of the next round, the subject reaches -10 hit points and dies.<br \/>Drug Component: Baccaran.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Touch","target":"One undead creature","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first.\nThe explosion is a 10-foot-radius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6).\nWhile this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead).\nSkeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them.\nMaterial Component: A drop of bile and a bit of sulfur.","short_description":"This spell causes an undead creature to explode in a burst of powerful energy when struck for at leas...","material_components":"0","name":"Unliving Weapon","level":"Cleric 3","full_text":"<div><p><h5>Unliving Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first.<br \/>The explosion is a 10-foot-radius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6).<br \/>While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead).<br \/>Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them.<br \/>Material Component: A drop of bile and a bit of sulfur.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone","duration":"1 round\/2 levels","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"All living creatures within the cone are overcome with pain and suffering.\nThey are stunned for the duration of the spell.\nA creature with no discernible anatomy is unaffected by this spell.\nMaterial Component: A needle.","short_description":"All living creatures within the cone are overcome with pain and suffering.","material_components":"0","name":"Wave of Pain","level":"Bard 6","full_text":"<div><p><h5>Wave of Pain<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/2 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>All living creatures within the cone are overcome with pain and suffering.<br \/>They are stunned for the duration of the spell.<br \/>A creature with no discernible anatomy is unaffected by this spell.<br \/>Material Component: A needle.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One humanoid creature with limbs","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster chooses to wither either the arms or the legs of the subject.\nWithered legs force a character to fall prone and make it impossible for her to move more than 5 feet per round.\nWithered arms make it impossible for a character to use objects or cast spells with somatic components, and the subject must drop anything she was holding.\nAt the end of the spell's duration, the limbs return to normal.","short_description":"The caster chooses to wither either the arms or the legs of the subject.","material_components":"0","name":"Wither Limb","level":"Cleric 2 \/ Mortal Hunter 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Wither Limb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Mortal Hunter 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster chooses to wither either the arms or the legs of the subject.<br \/>Withered legs force a character to fall prone and make it impossible for her to move more than 5 feet per round.<br \/>Withered arms make it impossible for a character to use objects or cast spells with somatic components, and the subject must drop anything she was holding.<br \/>At the end of the spell&#39;s duration, the limbs return to normal.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"One humanoid creature","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject is wracked with such pain that he doubles over and collapses.\nHis face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind.\nFor the duration of the spell the subject is considered helpless and cannot take actions.\nThe subject's sight returns when the spell's duration expires.\nEven after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.","short_description":"The subject is wracked with such pain that he doubles over and collapses.","material_components":"0","name":"Wrack","level":"Cleric 3 \/ Mortal Hunter 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Wrack<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Mortal Hunter 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject is wracked with such pain that he doubles over and collapses.<br \/>His face and hands blister and drip fluid, and his eyes cloud with blood, rendering him blind.<br \/>For the duration of the spell the subject is considered helpless and cannot take actions.<br \/>The subject&#39;s sight returns when the spell&#39;s duration expires.<br \/>Even after the spell ends, the subject is still visibly shaken and takes a -2 penalty on attack rolls, saves, and checks for 3d10 minutes.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One living creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The caster transforms one creature into an aberration.\n\nThe subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum of +5.","short_description":"The caster transforms one creature into an aberration.","material_components":"0","name":"Aberrate","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Aberrate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster transforms one creature into an aberration.<\/p>\n\n\t<p>The subject&#39;s form twists and mutates into a hideous mockery of itself. The subject&#39;s type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum of +5.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"Water in a volume of 100 ft.\/level by 100 ft.\/level by 10 ft.\/level (S)","duration":"Permanent (see text)","saving_throw":"None (see text)","spell_resistance":"No","description":"The caster makes water (or other liquid) foul and mildly poisonous.\nAll creatures with 1 HD or less that are in the water at the time of casting die immediately.\nAnyone drinking this water must succeed at a Fortitude saving throw or take 1d4 points of Constitution damage.\nAny creature immersed in this water must make a saving throw as if drinking it.\nIf the caster affects only part of a larger body of water, the befouled water mixes with the pure water.\nIf the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or\nswimming in the water is only 1d2 points of Constitution damage.\nIf the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul.\nIf the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.\nMaterial Component: A dead fish and a drop of poison.","short_description":"The caster makes water (or other liquid) foul and mildly poisonous.","material_components":"0","name":"Befoul","level":"Cleric 8","full_text":"<div><p><h5>Befoul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster makes water (or other liquid) foul and mildly poisonous.<br \/>All creatures with 1 HD or less that are in the water at the time of casting die immediately.<br \/>Anyone drinking this water must succeed at a Fortitude saving throw or take 1d4 points of Constitution damage.<br \/>Any creature immersed in this water must make a saving throw as if drinking it.<br \/>If the caster affects only part of a larger body of water, the befouled water mixes with the pure water.<br \/>If the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or<br \/>swimming in the water is only 1d2 points of Constitution damage.<br \/>If the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul.<br \/>If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.<br \/>Material Component: A dead fish and a drop of poison.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"The caster places a curse on the creature touched, choosing one of the following three effects:\n* One ability score is reduced to 1, or two ability scores take -6 penalties (to a minimum score of 1).\n* -8 penalty on attack rolls, saving throws, ability checks, and skill checks.\n* Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.\nA player may invent a new curse, but it should be no more powerful than those listed above, and the Dungeon Master (DM) has final say on the curse's effect.\nA greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell.\nA miracle or wish spell removes the greater curse, and any particular greater curse can be removed if the subject performs some deed that the caster designates.\nThe deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately).\nFor example, the deed might be Slay the dragon under Castle Bluecraft, or Climb the tallest mountain in the world.\nThe cursed victim can have help accomplishing the task, and in some cases another character can lift the curse (see the Curses section of Chapter 2 for guidelines).","short_description":"The caster places a curse on the creature touched, choosing one of the following three effects:\n* One...","material_components":"0","name":"Bestow Greater Curse","level":"Bard 6 \/ Cleric 7 \/ Demonologist 3 \/ Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Bestow Greater Curse<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Cleric 7 \/ Demonologist 3 \/ Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster places a curse on the creature touched, choosing one of the following three effects:\n\t<ul>\n\t\t<li>One ability score is reduced to 1, or two ability scores take -6 penalties (to a minimum score of 1).<\/li>\n\t\t<li>-8 penalty on attack rolls, saving throws, ability checks, and skill checks.<\/li>\n\t\t<li>Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.<\/li>\n\t<\/ul><br \/>A player may invent a new curse, but it should be no more powerful than those listed above, and the Dungeon Master (DM) has final say on the curse&#39;s effect.<br \/>A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell.<br \/>A miracle or wish spell removes the greater curse, and any particular greater curse can be removed if the subject performs some deed that the caster designates.<br \/>The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately).<br \/>For example, the deed might be &quot;Slay the dragon under Castle Bluecraft&quot;, or &quot;Climb the tallest mountain in the world&quot;.<br \/>The cursed victim can have help accomplishing the task, and in some cases another character can lift the curse (see the Curses section of Chapter 2 for guidelines).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"If the caster is wounded, she can cast this spell and touch a living creature.\nThe creature takes the caster's wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less.\nThe caster heals that much damage, as if a cure spell had been cast on her.\nMaterial Component: A small eye agate worth at least 10 gp.","short_description":"If the caster is wounded, she can cast this spell and touch a living creature.","material_components":"0","name":"Bestow Wound","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Bestow Wound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>If the caster is wounded, she can cast this spell and touch a living creature.<br \/>The creature takes the caster&#39;s wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less.<br \/>The caster heals that much damage, as if a cure spell had been cast on her.<br \/>Material Component: A small eye agate worth at least 10 gp.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 minute","range":"Touch","target":"Caster or one creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"None (see text)","spell_resistance":"No","description":"The caster transforms one willing subject (which can be the caster) into a bodak.\nIgnore all of the subject's old characteristics, using the bodak description in the Monster Manual instead.\nBefore casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals.\nOnce the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw.\nIf the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control.\nIf the figurine is destroyed, the bodak disintegrates.\nFocus: Figurine of subject, bathed in animal blood.\nDrug Component: Agony.","short_description":"The caster transforms one willing subject (which can be the caster) into a bodak.","material_components":"0","name":"Bodak Birth","level":"Cleric 8","full_text":"<div><p><h5>Bodak Birth<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster transforms one willing subject (which can be the caster) into a bodak.<br \/>Ignore all of the subject&#39;s old characteristics, using the bodak description in the Monster Manual instead.<br \/>Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals.<br \/>Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw.<br \/>If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control.<br \/>If the figurine is destroyed, the bodak disintegrates.<br \/>Focus: Figurine of subject, bathed in animal blood.<br \/>Drug Component: Agony.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level or until used","saving_throw":"None","spell_resistance":"No","description":"At one point during the duration of this spell, the caster can alter the probability of a game of chance.\nThis spell can only affect nonmagical games, such as those using cards or dice.\nIt cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things).\nWhenever a roll is made to determine the outcome of the game, the caster may force a reroll of the outcome and take the better of the two rolls.\nFor example, Darkon is playing a game called dragonscales, which he has a 1 in 4 chance of winning.\nThe DM secretly rolls 1d4 and tells the player that Darkon lost.\nDarkon, under the effect of a cheat spell, can have the DM reroll.\nThe spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).\nTo even an astute observer, it appears that the caster is just lucky.\nFocus: A pair of dice made from human bones.","short_description":"At one point during the duration of this spell, the caster can alter the probability of a game of cha...","material_components":"0","name":"Cheat","level":"Bard 1 \/ Wizard 1 \/ Sorcerer 1","full_text":"<div><p><h5>Cheat<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Wizard 1 \/ Sorcerer 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until used<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>At one point during the duration of this spell, the caster can alter the probability of a game of chance.<br \/>This spell can only affect nonmagical games, such as those using cards or dice.<br \/>It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things).<br \/>Whenever a roll is made to determine the outcome of the game, the caster may force a reroll of the outcome and take the better of the two rolls.<br \/>For example, Darkon is playing a game called dragonscales, which he has a 1 in 4 chance of winning.<br \/>The DM secretly rolls 1d4 and tells the player that Darkon lost.<br \/>Darkon, under the effect of a cheat spell, can have the DM reroll.<br \/>The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ).<br \/>To even an astute observer, it appears that the caster is just lucky.<br \/>Focus: A pair of dice made from human bones.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent's armor and shield.\nIf the opponent has both armor and a shield, roll 1d6: A result of 1-4 indicates the armor is affected, and a result of 5-6 affects the shield.\nThe caster makes a grapple check whenever she hits with a claw attack, adding to the opponent's roll any enhancement bonus from magic possessed by the opponent's armor or shield.\nIf the caster wins, the armor or shield is torn away and ruined.\nCorruption Cost: 1d6 points of Dexterity damage.","short_description":"The caster gains claws that deal damage based on her size (see below) and can catch and tear an oppon...","material_components":"0","name":"Claws of the Bebilith","level":"","full_text":"<div><p><h5>Claws of the Bebilith<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent&#39;s armor and shield.<br \/>If the opponent has both armor and a shield, roll 1d6: A result of 1-4 indicates the armor is affected, and a result of 5-6 affects the shield.<br \/>The caster makes a grapple check whenever she hits with a claw attack, adding to the opponent&#39;s roll any enhancement bonus from magic possessed by the opponent&#39;s armor or shield.<br \/>If the caster wins, the armor or shield is torn away and ruined.<br \/>Corruption Cost: 1d6 points of Dexterity damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One creature","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate.\nThe claws deal damage based on the creature's size.\nThe creature can make attacks with both claws as if it were proficient with them.\nJust as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks.\nThe subject is treated as armed.\nFurthermore, these claws gain a +2 enhancement bonus on attack and damage rolls.\nIf the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws' damage increases as if the creature were two size categories larger.","short_description":"The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else...","material_components":"0","name":"Claws of the Savage","level":"Blackguard 4 \/ Cleric 4 \/ Druid 4","full_text":"<div><p><h5>Claws of the Savage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 4 \/ Cleric 4 \/ Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate.<br \/>The claws deal damage based on the creature&#39;s size.<br \/>The creature can make attacks with both claws as if it were proficient with them.<br \/>Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks.<br \/>The subject is treated as armed.<br \/>Furthermore, these claws gain a +2 enhancement bonus on attack and damage rolls.<br \/>If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws&#39; damage increases as if the creature were two size categories larger.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One chain per level within range","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"The caster can control one chain per level as a standard action, making the chains dance or move as she wishes.\nIn addition, the caster can increase the chains' length by up to 15 feet and cause them to sprout razor-edged barbs.\nThese chains attack as spiked chains that use the caster's normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).\nThe caster can climb a chain she controls at normal speed without making a Climb check.","short_description":"The caster can control one chain per level as a standard action, making the chains dance or move as s...","material_components":"0","name":"Dancing Chains","level":"Demonologist 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Dancing Chains<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster can control one chain per level as a standard action, making the chains dance or move as she wishes.<br \/>In addition, the caster can increase the chains&#39; length by up to 15 feet and cause them to sprout razor-edged barbs.<br \/>These chains attack as spiked chains that use the caster&#39;s normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).<br \/>The caster can climb a chain she controls at normal speed without making a Climb check.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"Massive, batlike wings grow from the caster's back.\nWith these wings, the caster can fly at his normal land speed, with average maneuverability.\nThe caster can carry his normal carrying capacity, and greater burdens affect his fly speed as they would affect his land speed.","short_description":"Massive, batlike wings grow from the caster's back.","material_components":"0","name":"Demon Wings","level":"Blackguard 3 \/ Demonologist 3","full_text":"<div><p><h5>Demon Wings<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Demonologist 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>Massive, batlike wings grow from the caster&#39;s back.<br \/>With these wings, the caster can fly at his normal land speed, with average maneuverability.<br \/>The caster can carry his normal carrying capacity, and greater burdens affect his fly speed as they would affect his land speed.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Class for every five caster levels (at least +1, maximum +4).\nThis spell has no effect if the caster is an evil outsider.","short_description":"The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Clas...","material_components":"0","name":"Demonflesh","level":"Blackguard 1 \/ Demonologist 1","full_text":"<div><p><h5>Demonflesh<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1 \/ Demonologist 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster grows the thick, leathery flesh of a demon, gaining a +1 natural armor bonus to Armor Class for every five caster levels (at least +1, maximum +4).<br \/>This spell has no effect if the caster is an evil outsider.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Touch","target":"","effect":"","area":"100-ft.\/level radius","duration":"Instantaneous","saving_throw":"Fortitude partial (plants) or Fortitude negates (other living creatures)","spell_resistance":"Yes","description":"The caster blights and corrupts a vast area of land.\nPlants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again.\nPlants with more than 1 HD must succeed at a Fortitude saving throw or die.\nEven those successful on their saves take 5d6 points of damage.\nAll living creatures in the area other than plants (and the caster) must succeed at a Fortitude saving throw or take 1d4 points of Strength damage.\nUnattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage.\nOnly the effects of multiple wish or miracle spells can undo the lasting effects of this spell.\nMaterial Component: Corpse of a freshly dead or preserved (still bloody) living creature.","short_description":"The caster blights and corrupts a vast area of land.","material_components":"0","name":"Despoil","level":"Cleric 9","full_text":"<div><p><h5>Despoil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial (plants) or Fortitude negates (other living creatures)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster blights and corrupts a vast area of land.<br \/>Plants with 1 HD or less shrivel and die, and the ground cannot support such plant life ever again.<br \/>Plants with more than 1 HD must succeed at a Fortitude saving throw or die.<br \/>Even those successful on their saves take 5d6 points of damage.<br \/>All living creatures in the area other than plants (and the caster) must succeed at a Fortitude saving throw or take 1d4 points of Strength damage.<br \/>Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage.<br \/>Only the effects of multiple wish or miracle spells can undo the lasting effects of this spell.<br \/>Material Component: Corpse of a freshly dead or preserved (still bloody) living creature.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster gains an enhancement bonus to Charisma of 1d4+1 points.\nFurthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for example).","short_description":"The caster gains an enhancement bonus to Charisma of 1d4+1 points.","material_components":"0","name":"Devil's Ego","level":"","full_text":"<div><p><h5>Devil's Ego<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster gains an enhancement bonus to Charisma of 1d4+1 points.<br \/>Furthermore, the caster is treated as an outsider with regard to what spells and magical effects can affect her (rendering a humanoid caster immune to charm person and hold person, for example).<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster grows a 3-foot-long tail.\nThe tail is thin, black or red, and it ends in a spike.\nThe caster can use this tail to make melee attacks using his attack bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus.\nIf the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a -2 penalty.","short_description":"The caster grows a 3-foot-long tail.","material_components":"0","name":"Devil's Tail","level":"","full_text":"<div><p><h5>Devil's Tail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster grows a 3-foot-long tail.<br \/>The tail is thin, black or red, and it ends in a spike.<br \/>The caster can use this tail to make melee attacks using his attack bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus.<br \/>If the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a -2 penalty.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster's tongue lengthens and strengthens, allowing her to make grapple or disarm attacks with a reach of 15 feet. Attempts to grapple or disarm with her tongue do not provoke attacks of opportunity. Otherwise, they are handled normally.\n\nCorruption Cost: 1d6 points of Wisdom damage.","short_description":"The caster's tongue lengthens and strengthens, allowing her to make grapple or disarm attacks with a ...","material_components":"0","name":"Devil's Tongue","level":"","full_text":"<div><p><h5>Devil's Tongue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster&#39;s tongue lengthens and strengthens, allowing her to make grapple or disarm attacks with a reach of 15 feet. Attempts to grapple or disarm with her tongue do not provoke attacks of opportunity. Otherwise, they are handled normally.<\/p>\n\n\t<p>Corruption Cost: 1d6 points of Wisdom damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"50-ft.-radius spread","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"The caster creates an area in which only evil creatures can be magically summoned.\nNo matter what a later caster attempts to summon, he actually summons an evil version (a fiendish beast rather than a celestial one, for example) or an evil equivalent (a devil rather than a formian).\nIf the summoner was attempting to summon a good or neutral creature, the evil creature that appears does not obey the commands of the summoner or attack his enemies.\nInstead, it attacks the summoner, and the spell that summoned the evil creature cannot be dismissed.\nA distort summons spell can be dispelled normally, however.","short_description":"The caster creates an area in which only evil creatures can be magically summoned.","material_components":"0","name":"Distort Summons","level":"Demonologist 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Distort Summons<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Demonologist 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates an area in which only evil creatures can be magically summoned.<br \/>No matter what a later caster attempts to summon, he actually summons an evil version (a fiendish beast rather than a celestial one, for example) or an evil equivalent (a devil rather than a formian).<br \/>If the summoner was attempting to summon a good or neutral creature, the evil creature that appears does not obey the commands of the summoner or attack his enemies.<br \/>Instead, it attacks the summoner, and the spell that summoned the evil creature cannot be dismissed.<br \/>A distort summons spell can be dispelled normally, however.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"This spell makes a weapon strike true against good foes. Any threat of a critical hit against a good foe is automatically confirmed, without a roll. The weapon can also harm good creatures that have damage reduction, as if the weapon had a +1 enhancement bonus. \n\nIndividual arrows or bolts can be altered, but altered projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot. \n\nThis spell has no effect on any magic weapon that already has a special ability related to critical hits, such as a keen or vorpal weapon.","short_description":"This spell makes a weapon strike true against good foes.","material_components":"0","name":"Distort Weapon","level":"Blackguard 1","full_text":"<div><p><h5>Distort Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes a weapon strike true against good foes. Any threat of a critical hit against a good foe is automatically confirmed, without a roll. The weapon can also harm good creatures that have damage reduction, as if the weapon had a +1 enhancement bonus. <\/p>\n\n\t<p>Individual arrows or bolts can be altered, but altered projectile weapons (such as bows) don&#39;t confer the benefit to the projectiles they shoot. <\/p>\n\n\t<p>This spell has no effect on any magic weapon that already has a special ability related to critical hits, such as a keen or vorpal weapon.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder.\nDue to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks.\nMore important, the eye has one of the beholder's eye powers, determined randomly.\nThe caster can use this power as a standard action during the spell's duration.\nEach type of eye produces an effect identical to that of a spell cast by a 13th-level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook).\nAll of these effects have a range of 150 feet and a save DC of 18.\nRoll 1d10 to see which eye the caster gains.","short_description":"One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder.","material_components":"0","name":"Eye of the Beholder","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Eye of the Beholder<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>One of the caster&#39;s eyes grows out of her head on an eyestalk, becoming like that of a beholder.<br \/>Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks.<br \/>More important, the eye has one of the beholder&#39;s eye powers, determined randomly.<br \/>The caster can use this power as a standard action during the spell&#39;s duration.<br \/>Each type of eye produces an effect identical to that of a spell cast by a 13th-level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player&#39;s Handbook).<br \/>All of these effects have a range of 150 feet and a save DC of 18.<br \/>Roll 1d10 to see which eye the caster gains.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 plus the caster's Strength modifier.\nThe caster's bite attack deals 1d6 points of damage and 1 point of Constitution damage.\nCorruption Cost: 1d6 points of Strength damage.","short_description":"The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 pl...","material_components":"0","name":"Fangs of the Vampire King","level":"","full_text":"<div><p><h5>Fangs of the Vampire King<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster grows vampirelike fangs that allow him to make bite attacks with an attack bonus of +10 plus the caster&#39;s Strength modifier.<br \/>The caster&#39;s bite attack deals 1d6 points of damage and 1 point of Constitution damage.<br \/>Corruption Cost: 1d6 points of Strength damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 full round","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"For the duration of this spell, the caster's teleport or teleport without error spell-like ability is quickened.\nThis means that the caster can teleport as a free action and still have time during the round to attack and\/or move.\nThe caster can use his quickened teleport or teleport without error once per round.\nThis spell does not affect teleport spells in any way, only the spell-like ability of fiends to teleport themselves.","short_description":"For the duration of this spell, the caster's teleport or teleport without error spell-like ability is...","material_components":"0","name":"Fiendish Quickening","level":"Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Fiendish Quickening<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>For the duration of this spell, the caster&#39;s teleport or teleport without error spell-like ability is quickened.<br \/>This means that the caster can teleport as a free action and still have time during the round to attack and\/or move.<br \/>The caster can use his quickened teleport or teleport without error once per round.<br \/>This spell does not affect teleport spells in any way, only the spell-like ability of fiends to teleport themselves.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"The caster causes one of her hands to detach from her arm.\nShe can control the hand by thought alone as a free action.\nIt can fly at a speed of 20 feet (perfect maneuverability).\nOn casting the spell, the caster takes 2d4 points of damage, but she is healed by the same amount when the hand returns to her arm (unless it is destroyed or otherwise prevented from reaching her arm before the end of the spell).\nThe damage heals normally.\nAs long as the spell lasts, the floating hand can deliver any spell with a range of touch that the caster can cast.\nThe spell gives the caster a +2 bonus on her melee touch attack with the disembodied hand, which functions as if it were attached to her.\nThe hand can flank targets as a creature can.\nThe hand can punch opponents (as a normal unarmed attack with a +2 attack bonus), or it can grasp things and move them (with the caster's normal Strength).\nThe hand can make grapple attacks, but it is considered Tiny.\nIf the hand goes beyond the spell's range, if the caster can no longer see it, or if she is not directing it, the hand attempts to return to her on its own, reattaching to the end of the wrist.\nThe hand has improved evasion (half damage on a failed Reflex save and no damage on a successful save), the caster's save bonuses, and AC 22.\nThe caster's Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity.\nThe hand has 2d4 hit points, the same number that the caster lost in creating it.","short_description":"The caster causes one of her hands to detach from her arm.","material_components":"0","name":"Graz'zt's Long Grasp","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Graz'zt's Long Grasp<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster causes one of her hands to detach from her arm.<br \/>She can control the hand by thought alone as a free action.<br \/>It can fly at a speed of 20 feet (perfect maneuverability).<br \/>On casting the spell, the caster takes 2d4 points of damage, but she is healed by the same amount when the hand returns to her arm (unless it is destroyed or otherwise prevented from reaching her arm before the end of the spell).<br \/>The damage heals normally.<br \/>As long as the spell lasts, the floating hand can deliver any spell with a range of touch that the caster can cast.<br \/>The spell gives the caster a +2 bonus on her melee touch attack with the disembodied hand, which functions as if it were attached to her.<br \/>The hand can flank targets as a creature can.<br \/>The hand can punch opponents (as a normal unarmed attack with a +2 attack bonus), or it can grasp things and move them (with the caster&#39;s normal Strength).<br \/>The hand can make grapple attacks, but it is considered Tiny.<br \/>If the hand goes beyond the spell&#39;s range, if the caster can no longer see it, or if she is not directing it, the hand attempts to return to her on its own, reattaching to the end of the wrist.<br \/>The hand has improved evasion (half damage on a failed Reflex save and no damage on a successful save), the caster&#39;s save bonuses, and AC 22.<br \/>The caster&#39;s Intelligence modifier applies to the hand&#39;s AC as if it were the hand&#39;s Dexterity.<br \/>The hand has 2d4 hit points, the same number that the caster lost in creating it.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"The heart of one creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"The caster holds forth his empty hand, and the still-beating heart of the subject appears within it.\nThe subject dies in 1d3 rounds, and only a heal, regenerate,\nmiracle, or wish spell will save it during this time.\nThe target is entitled to a Fortitude saving throw to survive the attack.\nIf the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs.\n(The target might die from damage even if it succeeds at the saving throw).\nA creature with no discernible anatomy is unaffected by this spell.\nDisease Component: Soul rot.","short_description":"The caster holds forth his empty hand, and the still-beating heart of the subject appears within it.","material_components":"0","name":"Heartclutch","level":"Cleric 5","full_text":"<div><p><h5>Heartclutch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster holds forth his empty hand, and the still-beating heart of the subject appears within it.<br \/>The subject dies in 1d3 rounds, and only a heal, regenerate,<br \/>miracle, or wish spell will save it during this time.<br \/>The target is entitled to a Fortitude saving throw to survive the attack.<br \/>If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs.<br \/>(The target might die from damage even if it succeeds at the saving throw).<br \/>A creature with no discernible anatomy is unaffected by this spell.<br \/>Disease Component: Soul rot.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"Up to five creatures, no two of which can be more than 15 ft. apart","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target.\nThe dart deals 1d4 points of Dexterity damage.\nCreatures without fingers cannot cast this spell.\nThe dart strikes unerringly, even if the target is in melee or has partial cover or concealment.\nInanimate objects (locks, doors, and so forth) cannot be damaged by the spell.\nFor every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher.\nIf the caster shoots multiple darts, she can have them strike a single creature or several creatures.\nA single dart can strike only one creature.\nThe caster must designate targets before checking for spell resistance or damage.\nFingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed.\nCorruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart.\nA hand with one or no fingers is useless.","short_description":"The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes it...","material_components":"0","name":"Lahm's Finger Darts","level":"","full_text":"<div><p><h5>Lahm's Finger Darts<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The caster&#39;s finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target.<br \/>The dart deals 1d4 points of Dexterity damage.<br \/>Creatures without fingers cannot cast this spell.<br \/>The dart strikes unerringly, even if the target is in melee or has partial cover or concealment.<br \/>Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell.<br \/>For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher.<br \/>If the caster shoots multiple darts, she can have them strike a single creature or several creatures.<br \/>A single dart can strike only one creature.<br \/>The caster must designate targets before checking for spell resistance or damage.<br \/>Fingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed.<br \/>Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart.<br \/>A hand with one or no fingers is useless.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius spread","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"The caster creates an area of darkness.\nNormal light sources cannot illuminate the area, but darkvision allows a creature to see within the area.\nLight counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells.\nHigher-level light spells counter and dispel no light.","short_description":"The caster creates an area of darkness.","material_components":"0","name":"No Light","level":"Bard 1 \/ Cleric 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>No Light<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The caster creates an area of darkness.<br \/>Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area.<br \/>Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells.<br \/>Higher-level light spells counter and dispel no light.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"One living creature touched per level","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"With this spell, the caster's touch deals grievous wounds to multiple targets.\nAfter rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level.\nThe same creature cannot be affected twice by the same rapture of rupture.\nA creature with no discernible anatomy is unaffected by this spell.\nWhen the caster touches a subject, his flesh bursts open suddenly in multiple places.\nEach subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect.\nSubjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die.\nIf a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round.\nCorruption Cost: 1 point of Strength damage per target touched.","short_description":"With this spell, the caster's touch deals grievous wounds to multiple targets.","material_components":"0","name":"Rapture of Rupture","level":"","full_text":"<div><p><h5>Rapture of Rupture<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, the caster&#39;s touch deals grievous wounds to multiple targets.<br \/>After rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level.<br \/>The same creature cannot be affected twice by the same rapture of rupture.<br \/>A creature with no discernible anatomy is unaffected by this spell.<br \/>When the caster touches a subject, his flesh bursts open suddenly in multiple places.<br \/>Each subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect.<br \/>Subjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die.<br \/>If a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round.<br \/>Corruption Cost: 1 point of Strength damage per target touched.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster improves his spell resistance.\nEach time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice.\nIf either check fails, the foe fails to bypass the spell resistance.\nThe caster must have spell resistance as an extraordinary ability for resonating resistance to function.\nSpell resistance granted by a magic item or the spell resistance spell does not improve.","short_description":"The caster improves his spell resistance.","material_components":"0","name":"Resonating Resistance","level":"Cleric 5 \/ Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Resonating Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Mortal Hunter 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster improves his spell resistance.<br \/>Each time a foe attempts to bypass the caster&#39;s spell resistance, it must make a spell resistance check twice.<br \/>If either check fails, the foe fails to bypass the spell resistance.<br \/>The caster must have spell resistance as an extraordinary ability for resonating resistance to function.<br \/>Spell resistance granted by a magic item or the spell resistance spell does not improve.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject's flesh and bones begin to rot.\nThe subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish,miracle, or remove curse spell.\nCorruption Cost: 1d6 points of Strength damage.","short_description":"The subject's flesh and bones begin to rot.","material_components":"0","name":"Rotting Curse of Urfestra","level":"","full_text":"<div><p><h5>Rotting Curse of Urfestra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s flesh and bones begin to rot.<br \/>The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish,miracle, or remove curse spell.<br \/>Corruption Cost: 1d6 points of Strength damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (see text)","spell_resistance":"Yes","description":"The subject's eyes burst, spraying acid upon everyone within 5 feet.\nThe subject is blinded and takes 1d6 points of acid damage.\nThose sprayed take 1d6 points of acid damage (Reflex save for half ).\nCreatures without eyes can't be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane.\nCorruption Cost: 1d6 points of Constitution damage.","short_description":"The subject's eyes burst, spraying acid upon everyone within 5 feet.","material_components":"0","name":"Seething Eyebane","level":"","full_text":"<div><p><h5>Seething Eyebane<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (see text)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s eyes burst, spraying acid upon everyone within 5 feet.<br \/>The subject is blinded and takes 1d6 points of acid damage.<br \/>Those sprayed take 1d6 points of acid damage (Reflex save for half ).<br \/>Creatures without eyes can&#39;t be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane.<br \/>Corruption Cost: 1d6 points of Constitution damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster's arms turn into serpents that can be used as natural weapons.\nThe serpents provide the caster with 10-foot reach.\nThey have an attack bonus of +10 (plus caster's Strength modifier) and they deal 1d8 points of damage (plus her Strength modifier).\nIf the caster hits with a serpent, she has poisoned her foe.\nThe poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later.\nEach instance of damage can be negated by a successful Fortitude save (DC 16).\nAs a full attack action, the caster can strike with both serpents at her full attack bonus.\nCorruption Cost: 1d6 points of Intelligence damage.","short_description":"The caster's arms turn into serpents that can be used as natural weapons.","material_components":"0","name":"Serpents of Theggeron","level":"","full_text":"<div><p><h5>Serpents of Theggeron<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster&#39;s arms turn into serpents that can be used as natural weapons.<br \/>The serpents provide the caster with 10-foot reach.<br \/>They have an attack bonus of +10 (plus caster&#39;s Strength modifier) and they deal 1d8 points of damage (plus her Strength modifier).<br \/>If the caster hits with a serpent, she has poisoned her foe.<br \/>The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later.<br \/>Each instance of damage can be negated by a successful Fortitude save (DC 16).<br \/>As a full attack action, the caster can strike with both serpents at her full attack bonus.<br \/>Corruption Cost: 1d6 points of Intelligence damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature with a tongue","effect":"","area":"","duration":"1 round","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject's tongue gets a thin cut.\nThe subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.","short_description":"The subject's tongue gets a thin cut.","material_components":"0","name":"Slash Tongue","level":"Cleric 0 \/ Sorcerer 0 \/ Wizard 0","full_text":"<div><p><h5>Slash Tongue<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 0 \/ Sorcerer 0 \/ Wizard 0<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject&#39;s tongue gets a thin cut.<br \/>The subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates (object)","spell_resistance":"Yes","description":"With a harsh word of power and a shake of her fist, the caster targets a single creature.\nThe spell ascertains the most valuable object currently in the subject's possession and disintegrates it.\nThis spell will not affect an artifact, but destroys the next most valuable object instead.\nMaterial Component: A crushed ruby worth at least 500 gp.","short_description":"With a harsh word of power and a shake of her fist, the caster targets a single creature.","material_components":"0","name":"Soul's Treasure Lost","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Soul's Treasure Lost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a harsh word of power and a shake of her fist, the caster targets a single creature.<br \/>The spell ascertains the most valuable object currently in the subject&#39;s possession and disintegrates it.<br \/>This spell will not affect an artifact, but destroys the next most valuable object instead.<br \/>Material Component: A crushed ruby worth at least 500 gp.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Personal","target":"Caster's hand","effect":"","area":"","duration":"Concentration (up to 1 minute\/level)","saving_throw":"","spell_resistance":"","description":"The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls.\nThe caster can see through its eyes, and it can travel up to 20 feet per level away from him.\nIf the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage.\nIf the caster directs the spider to return to his arm (a move-equivalent action), then lets the spell end, he takes no damage.","short_description":"The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual)...","material_components":"0","name":"Spider Hand","level":"Cleric 1 \/ Druid 1","full_text":"<div><p><h5>Spider Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration (up to 1 minute\/level)<br\/><\/td><\/tr><\/table><p>\t<p>The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls.<br \/>The caster can see through its eyes, and it can travel up to 20 feet per level away from him.<br \/>If the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage.<br \/>If the caster directs the spider to return to his arm (a move-equivalent action), then lets the spell end, he takes no damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"The caster grows four long spider legs from the sides of her torso.\nShe can use these legs to move at a speed of 30 feet, no matter what the caster's normal speed is, as long as she carries less than her maximum load.\nThe caster can also use the extra legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with her hands completely free.\nThe caster has a climb speed of 15 feet.\nA creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.","short_description":"The caster grows four long spider legs from the sides of her torso.","material_components":"0","name":"Spider Legs","level":"Cleric 2","full_text":"<div><p><h5>Spider Legs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster grows four long spider legs from the sides of her torso.<br \/>She can use these legs to move at a speed of 30 feet, no matter what the caster&#39;s normal speed is, as long as she carries less than her maximum load.<br \/>The caster can also use the extra legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with her hands completely free.<br \/>The caster has a climb speed of 15 feet.<br \/>A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 hour\/level","saving_throw":"","spell_resistance":"","description":"The caster gains the ability to lie, seduce, and beguile with a devil's skill.\nHe gains a +2 competence bonus on Bluff, Diplomacy, and Gather Information checks.\nMaterial Component: A tongue from any creature capable of speech.\nDrug Component:Mushroom powder.","short_description":"The caster gains the ability to lie, seduce, and beguile with a devil's skill.","material_components":"0","name":"Tongue of Baalzebul","level":"Cleric 1","full_text":"<div><p><h5>Tongue of Baalzebul<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><\/table><p>\t<p>The caster gains the ability to lie, seduce, and beguile with a devil&#39;s skill.<br \/>He gains a +2 competence bonus on Bluff, Diplomacy, and Gather Information checks.<br \/>Material Component: A tongue from any creature capable of speech.<br \/>Drug Component:Mushroom powder.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"","spell_resistance":"","description":"The caster's tongue becomes a little but powerful serpent that he may spit up to 30 feet away.\nThis serpent then makes a bite attack using the caster's melee attack bonus and dealing damage as a Tiny viper (see the Monster Manual).\nThe caster may create one such serpent for every four caster levels, spitting each one as a standard action.\nAt the end of the spell's duration, the serpents become bloody bits of organic matter.\nMaterial Component: A serpent's tongue.","short_description":"The caster's tongue becomes a little but powerful serpent that he may spit up to 30 feet away.","material_components":"0","name":"Tongue Serpents","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Tongue Serpents<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>The caster&#39;s tongue becomes a little but powerful serpent that he may spit up to 30 feet away.<br \/>This serpent then makes a bite attack using the caster&#39;s melee attack bonus and dealing damage as a Tiny viper (see the Monster Manual).<br \/>The caster may create one such serpent for every four caster levels, spitting each one as a standard action.<br \/>At the end of the spell&#39;s duration, the serpents become bloody bits of organic matter.<br \/>Material Component: A serpent&#39;s tongue.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Personal","target":"Caster","effect":"","area":"","duration":"1 hour\/level or until discharged","saving_throw":"","spell_resistance":"","description":"The caster's tongue becomes a powerful tendril that she may spit up to 30 feet away.\nThis tendril wraps around a target, lashing it to something if possible.\nThe tendril makes a grapple attack using the caster's melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20.\nIf the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object.\nEach tendril has AC 14, 10 hit points, and a break DC of 24.\nThe caster may create up to one such tendril for every four caster levels, spitting each one as a standard action.\nAt the end of the spell's duration, the tendrils become bloody bits of organic matter.\nMaterial Component: A serpent's tongue.","short_description":"The caster's tongue becomes a powerful tendril that she may spit up to 30 feet away.","material_components":"0","name":"Tongue Tendrils","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Tongue Tendrils<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>The caster&#39;s tongue becomes a powerful tendril that she may spit up to 30 feet away.<br \/>This tendril wraps around a target, lashing it to something if possible.<br \/>The tendril makes a grapple attack using the caster&#39;s melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20.<br \/>If the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object.<br \/>Each tendril has AC 14, 10 hit points, and a break DC of 24.<br \/>The caster may create up to one such tendril for every four caster levels, spitting each one as a standard action.<br \/>At the end of the spell&#39;s duration, the tendrils become bloody bits of organic matter.<br \/>Material Component: A serpent&#39;s tongue.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"The subject turns into green slime over the course of 4 rounds.\nIf a remove curse, polymorph other, heal, greater restoration,\nlimited wish,miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage.\nCorruption Cost: 1d6 points of Strength damage.","short_description":"The subject turns into green slime over the course of 4 rounds.","material_components":"0","name":"Touch of Juiblex","level":"","full_text":"<div><p><h5>Touch of Juiblex<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject turns into green slime over the course of 4 rounds.<br \/>If a remove curse, polymorph other, heal, greater restoration,<br \/>limited wish,miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage.<br \/>Corruption Cost: 1d6 points of Strength damage.<\/p><\/p>Reference: Book of Vile Darkness<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Up to two contiguous 5-ft. squares\/level, maximum 10 squares (S)","duration":"1 round\/level","saving_throw":"See text","spell_resistance":"See text","description":"By means of this spell you draw a visible, unholy line in the sand that causes a feeling of dread and hesitation in all creatures that cross it.\nAny creature entering the affected area must make a Will save or become shaken.\nA creature that successfully saves cannot be affected again by the same spellcaster's battle line spells for 24 hours.","short_description":"By means of this spell you draw a visible, unholy line in the sand that causes a feeling of dread and...","material_components":"0","name":"Battle Line","level":"","full_text":"<div><p><h5>Battle Line<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>By means of this spell you draw a visible, unholy &quot;line in the sand&quot; that causes a feeling of dread and hesitation in all creatures that cross it.<br \/>Any creature entering the affected area must make a Will save or become shaken.<br \/>A creature that successfully saves cannot be affected again by the same spellcaster&#39;s battle line spells for 24 hours.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"","effect":"Nimbus of divine energy","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell causes a glossy nimbus of energy to surround you.\nThis barrier looks like a gelatinous layer of thick, dirty water to observers, but it does not hinder you in the least.\nWhile the mantle is active, nonintelligent oozes will not attack you unless you attack them.\nIn addition, you gain immunity to poison, sleep effects, paralysis, polymorph, and stunning effects.\nLastly, when a critical hit or sneak attack is scored on you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.","short_description":"This spell causes a glossy nimbus of energy to surround you.","material_components":"0","name":"Mantle of the Slime Lord","level":"","full_text":"<div><p><h5>Mantle of the Slime Lord<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Nimbus of divine energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a glossy nimbus of energy to surround you.<br \/>This barrier looks like a gelatinous layer of thick, dirty water to observers, but it does not hinder you in the least.<br \/>While the mantle is active, nonintelligent oozes will not attack you unless you attack them.<br \/>In addition, you gain immunity to poison, sleep effects, paralysis, polymorph, and stunning effects.<br \/>Lastly, when a critical hit or sneak attack is scored on you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One node","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"A node lock spell cast upon a node magically locks it against others who might wish to use its power.\nYou can affect a node whose class is equal to one-half your caster level or less.\nFor any caster except you, a node lock adds +15 to each Spellcraft DC associated with the use of the node's standard powers.\nIn addition, the node cannot be detected by a locate node spell.\nA successful dispel magic breaks a node lock.\nSpecial: You must have the Node Spellcasting feat to cast this spell.","short_description":"A node lock spell cast upon a node magically locks it against others who might wish to use its power....","material_components":"0","name":"Node Lock","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Node Lock<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A node lock spell cast upon a node magically &quot;locks&quot; it against others who might wish to use its power.<br \/>You can affect a node whose class is equal to one-half your caster level or less.<br \/>For any caster except you, a node lock adds +15 to each Spellcraft DC associated with the use of the node&#39;s standard powers.<br \/>In addition, the node cannot be detected by a locate node spell.<br \/>A successful dispel magic breaks a node lock.<br \/>Special: You must have the Node Spellcasting feat to cast this spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 identical masterwork arrows or bolts.\nAll the missiles strike the same target, and you must make a separate attack roll for each missile.\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nThe projectile is destroyed even if it misses its target.\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 iden...","material_components":"0","name":"Arrowsplit","level":"Assassin 3 \/ Ranger 3 \/ Justice of Weald and Woe 3","full_text":"<div><p><h5>Arrowsplit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Ranger 3 \/ Justice of Weald and Woe 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 identical masterwork arrows or bolts.<br \/>All the missiles strike the same target, and you must make a separate attack roll for each missile.<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>The projectile is destroyed even if it misses its target.<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"See text","target":"","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"No","spell_resistance":"Yes","description":"You summon a mischievous spirit and send it to bedevil your enemy.\nThe spirit seeks out its assigned victim wherever she might be, as long as she is on the same plane as you when you cast the spell.\nIt then proceeds to irritate and annoy her through a variety of manifestations.\nThe victim of a bedevil spell finds herself constantly seeing movement out of the corner of her eye.\nHer sleep is frequently interrupted by bed shaking and blanket shifting and the sounds of voices that fade upon waking.\nWhen spellcasting, she suffers a variety of minor irritations that threaten to disrupt her spells, and she constantly feels haunted and watched.\nThe result of this bedevilment is that she takes a -1 penalty on all ability checks, skill checks, and Will saving throws and has a 5% chance of arcane spell failure (which stacks with any spell failure chance from armor worn).\nDetect evil cast upon the subject of this spell reveals the presence of the bedeviling spirit, while protection from evil keeps the spirit from adversely affecting the victim.\nA dispel evil spell destroys the mischievous spirit, but remove curse or similar magic has no effect on it.\nMaterial Components: A tiny iron statuette of a devil or imp, plus either a drop of the intended victim's blood or one personal article belonging to the intended victim.","short_description":"You summon a mischievous spirit and send it to bedevil your enemy.","material_components":"0","name":"Bedevil","level":"Blackguard 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Bedevil<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Blackguard 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You summon a mischievous spirit and send it to bedevil your enemy.<br \/>The spirit seeks out its assigned victim wherever she might be, as long as she is on the same plane as you when you cast the spell.<br \/>It then proceeds to irritate and annoy her through a variety of manifestations.<br \/>The victim of a bedevil spell finds herself constantly seeing movement out of the corner of her eye.<br \/>Her sleep is frequently interrupted by bed shaking and blanket shifting and the sounds of voices that fade upon waking.<br \/>When spellcasting, she suffers a variety of minor irritations that threaten to disrupt her spells, and she constantly feels haunted and watched.<br \/>The result of this bedevilment is that she takes a -1 penalty on all ability checks, skill checks, and Will saving throws and has a 5% chance of arcane spell failure (which stacks with any spell failure chance from armor worn).<br \/>Detect evil cast upon the subject of this spell reveals the presence of the bedeviling spirit, while protection from evil keeps the spirit from adversely affecting the victim.<br \/>A dispel evil spell destroys the mischievous spirit, but remove curse or similar magic has no effect on it.<br \/>Material Components: A tiny iron statuette of a devil or imp, plus either a drop of the intended victim&#39;s blood or one personal article belonging to the intended victim.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 standard action","range":"Varies; see text","target":"You and touched objects or other touched willing creatures","effect":"","area":"","duration":"Instantaneous","saving_throw":"None and Will negates (object)","spell_resistance":"No and Yes (object)","description":"You instantly transfer yourself from your current node to any other node of the same type that you have visited.\nYou always arrive at the exact spot desired--whether by simply visualizing the area or by describing your destination (for example, the Shadow Weave node in the garden at the Temple of Old Night).\nAfter using this spell, you can't take any other actions until your next turn.\nIf you arrive in a node that is already partially occupied by a newly added object, you arrive in the closest clear space in that node.\nIf the node is completely filled or has been destroyed by any means, you bounce to the next closest node of the same type (determined randomly or by the DM).\nEach such bounce deals 2d6 points of damage to you and any who accompany you.\nYou can bring along objects as long as their weight doesn't exceed your maximum load.\nYou can also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels; a Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nAs with all spells for which the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.\nOnly objects held or in use (attended) by another person receive saving throws and spell resistance.\nSpecial: You must have the Node Spellcasting feat to cast this spell.","short_description":"You instantly transfer yourself from your current node to any other node of the same type that you ha...","material_components":"0","name":"Node Door","level":"Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Node Door<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Varies; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No and Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You instantly transfer yourself from your current node to any other node of the same type that you have visited.<br \/>You always arrive at the exact spot desired&#8212;whether by simply visualizing the area or by describing your destination (for example, &quot;the Shadow Weave node in the garden at the Temple of Old Night&quot;).<br \/>After using this spell, you can&#39;t take any other actions until your next turn.<br \/>If you arrive in a node that is already partially occupied by a newly added object, you arrive in the closest clear space in that node.<br \/>If the node is completely filled or has been destroyed by any means, you bounce to the next closest node of the same type (determined randomly or by the DM).<br \/>Each such &quot;bounce&quot; deals 2d6 points of damage to you and any who accompany you.<br \/>You can bring along objects as long as their weight doesn&#39;t exceed your maximum load.<br \/>You can also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels; a Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.<br \/>As with all spells for which the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.<br \/>Only objects held or in use (attended) by another person receive saving throws and spell resistance.<br \/>Special: You must have the Node Spellcasting feat to cast this spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, XP","casting_time":"1 tenday (8 hours\/day)","range":"Touch","target":"","effect":"One Class 1 node with a 10-ft. radius","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, the arcane energies reroute local ley lines and telluric currents, precipitating the creation of a Class 1 node (you determine the type when you cast the spell).\nThe new node is centered on and emanates from a point on the ground you touch.\nThe rough boundary of the new node can cross any type of terrain or empty space, and can cross different types of materials.\nYou have some leeway in determining the initial shape of your node's outer boundary--it doesn't have to be a perfect sphere.\nThe newly generated node retains its Class 1 status for one year.\nThereafter, its diameter increases at rate of 20 feet per year, until it eventually reaches a diameter equal to 20 feet per the caster level you possessed at the time of casting.\nWhen the node's diameter reaches the low end of the range for the next higher class (see Table 5-1 on page 96), its class increases by +1.\nFor example, a Class 1 node becomes Class 2 when its diameter reaches 40 feet, and Class 3 when its diameter reaches 120 feet.\nNodes you create with this spell are automatically considered node locked by you.\nThey are otherwise just like natural nodes and subject to destruction in the same ways.\nXP Cost: 5,000 XP.\nSpecial: You must have the Node Spellcasting feat to cast this spell.","short_description":"When you cast this spell, the arcane energies reroute local ley lines and telluric currents, precipit...","material_components":"0","name":"Node Genesis","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Node Genesis<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 tenday (8 hours\/day)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One Class 1 node with a 10-ft. radius<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, the arcane energies reroute local ley lines and telluric currents, precipitating the creation of a Class 1 node (you determine the type when you cast the spell).<br \/>The new node is centered on and emanates from a point on the ground you touch.<br \/>The rough boundary of the new node can cross any type of terrain or empty space, and can cross different types of materials.<br \/>You have some leeway in determining the initial shape of your node&#39;s outer boundary&#8212;it doesn&#39;t have to be a perfect sphere.<br \/>The newly generated node retains its Class 1 status for one year.<br \/>Thereafter, its diameter increases at rate of 20 feet per year, until it eventually reaches a diameter equal to 20 feet per the caster level you possessed at the time of casting.<br \/>When the node&#39;s diameter reaches the low end of the range for the next higher class (see Table 5-1 on page 96), its class increases by +1.<br \/>For example, a Class 1 node becomes Class 2 when its diameter reaches 40 feet, and Class 3 when its diameter reaches 120 feet.<br \/>Nodes you create with this spell are automatically considered node locked by you.<br \/>They are otherwise just like natural nodes and subject to destruction in the same ways.<br \/>XP Cost: 5,000 XP.<br \/>Special: You must have the Node Spellcasting feat to cast this spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Extradimensional cave, up to two 10-ft. cubes\/level (S)","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure up an extradimensional cave that has a single entrance on the plane from which the spell was cast.\nYou can only cast this spell on a surface made of rock or some form of earth.\nThe entry point looks like a dark cave entrance that is 4 feet wide and 8 feet high.\nOnly those you designate can enter the cave, and the portal is shut and made invisible behind you when you enter.\nYou can open it again from your side at will.\nCreatures entering the cave will find themselves in a dark, wet cavern.\nThe place contains enough oxygen to sustain as many creatures as can fit in the area for the duration of the spell.\nEdible fungus grows along the walls, and condensation drips down one wall into a pool of fresh, clean water that never seems to run dry.\nExternal conditions such as weather do not affect the pleasant atmosphere of the cave, and nothing except the designated creatures can pass through the portal in either direction.\nAt the end of the spell's duration, all within the pocket cave return to the spot where they entered the cave or else to the nearest open space, if that spot is occupied.","short_description":"You conjure up an extradimensional cave that has a single entrance on the plane from which the spell ...","material_components":"0","name":"Pocket Cave","level":"","full_text":"<div><p><h5>Pocket Cave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Extradimensional cave, up to two 10-ft. cubes\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure up an extradimensional cave that has a single entrance on the plane from which the spell was cast.<br \/>You can only cast this spell on a surface made of rock or some form of earth.<br \/>The entry point looks like a dark cave entrance that is 4 feet wide and 8 feet high.<br \/>Only those you designate can enter the cave, and the portal is shut and made invisible behind you when you enter.<br \/>You can open it again from your side at will.<br \/>Creatures entering the cave will find themselves in a dark, wet cavern.<br \/>The place contains enough oxygen to sustain as many creatures as can fit in the area for the duration of the spell.<br \/>Edible fungus grows along the walls, and condensation drips down one wall into a pool of fresh, clean water that never seems to run dry.<br \/>External conditions such as weather do not affect the pleasant atmosphere of the cave, and nothing except the designated creatures can pass through the portal in either direction.<br \/>At the end of the spell&#39;s duration, all within the pocket cave return to the spot where they entered the cave or else to the nearest open space, if that spot is occupied.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"10 minutes","range":"Touch","target":"","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Reflex half","spell_resistance":"Yes","description":"With this spell, you place a magic trap on any object that casts a shadow.\nIf the object is disturbed in any way that causes its shadow to shift (for instance, if it or a nearby light source is moved), a bound greater shadow (see Monster Manual page 221) emerges from the object's shadow to attack the nearest living creature.\nThe shadow can be turned or destroyed as normal; otherwise, it remains for a number of rounds equal to your caster level.\nIf the trapped object resides in a place that has no shadows, the trap does not trigger, although the spell remains in effect.\nMaterial Component: A sheet of black cloth large enough to drape over the warded object.","short_description":"With this spell, you place a magic trap on any object that casts a shadow.","material_components":"0","name":"Shadow Trap","level":"Cleric 7 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Shadow Trap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you place a magic trap on any object that casts a shadow.<br \/>If the object is disturbed in any way that causes its shadow to shift (for instance, if it or a nearby light source is moved), a bound greater shadow (see Monster Manual page 221) emerges from the object&#39;s shadow to attack the nearest living creature.<br \/>The shadow can be turned or destroyed as normal; otherwise, it remains for a number of rounds equal to your caster level.<br \/>If the trapped object resides in a place that has no shadows, the trap does not trigger, although the spell remains in effect.<br \/>Material Component: A sheet of black cloth large enough to drape over the warded object.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Three globs of green slime","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You conjure and hurl three roughly spherical globs of dark green slime.\nYou must succeed on a ranged touch attack to strike a target with a slime glob (roll separately for each glob, using your best ranged attack bonus).\nAny creature struck by a glob is coated in a patch of green slime (see Dungeon Master's Guide page 76) and begins to experience its effects immediately.\nYou can hit a creature with multiple globs, each of which must be dealt with separately.\nThe conjured green slime does not disappear automatically and must be destroyed in the normal way.","short_description":"You conjure and hurl three roughly spherical globs of dark green slime.","material_components":"0","name":"Slime Hurl","level":"","full_text":"<div><p><h5>Slime Hurl<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Three globs of green slime<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure and hurl three roughly spherical globs of dark green slime.<br \/>You must succeed on a ranged touch attack to strike a target with a slime glob (roll separately for each glob, using your best ranged attack bonus).<br \/>Any creature struck by a glob is coated in a patch of green slime (see Dungeon Master&#39;s Guide page 76) and begins to experience its effects immediately.<br \/>You can hit a creature with multiple globs, each of which must be dealt with separately.<br \/>The conjured green slime does not disappear automatically and must be destroyed in the normal way.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"1 mile\/level; see text","target":"","effect":"","area":"Circle, centered on you, with a radius of 1 mile\/level; see text","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"You sense the direction of any node within range.\nYou can choose to locate the nearest node, the closest node of a particular type, or a specific node you have visited before; in the latter case, the range is 2 miles\/level and the area is a circle, centered on you, with a radius of 2 miles\/level.\nThe spell is blocked by even a thin sheet of lead, and it cannot detect nodes protected by a node lock spell.\nArcane or Divine Focus: A pebble found in a node.","short_description":"You sense the direction of any node within range.","material_components":"0","name":"Locate Node","level":"Cleric 3 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Locate Node<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>1 mile\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You sense the direction of any node within range.<br \/>You can choose to locate the nearest node, the closest node of a particular type, or a specific node you have visited before; in the latter case, the range is 2 miles\/level and the area is a circle, centered on you, with a radius of 2 miles\/level.<br \/>The spell is blocked by even a thin sheet of lead, and it cannot detect nodes protected by a node lock spell.<br \/>Arcane or Divine Focus: A pebble found in a node.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 round","range":"Unlimited","target":"One creature of the same faith as the spellcaster","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"You can permanently break the divine link between your deity and a lower-level cleric, druid, ranger or paladin of your faith, or upon a common worshiper.\nThe spell has no effect on spellcasters of a faith other than your own.\nYou can pronounce an anathema upon any character of your faith, no matter where he is, even if on a different plane.\nYou cannot pronounce an anathema against someone who is already dead.\nSome deities do not allow an anathema to be pronounced against the innocent or against their chosen, while others grant their high-level clerics free use of this most terrible of divine curses.\nAn individual under anathema can no longer cast divine spells or call upon the power of his god to turn or command undead, heal, harm, smite, shape change, or use any other divine power associated with his character class.\nAn ordinary worshiper placed under anathema is not allowed to take advantage of any of the faith's services, such as healing, naming, marrying, or burial of the dead.\nAnyone who dies while under anathema is barred from entry into his deity's plane just as though he had never declared allegiance to a god.\nHis soul is condemned to eternally writhe in the Wall of\nthe Faithless.\nOn a more personal level, the anathema spell marks the subject as accursed with regard to others of the faith.\nThey are not allowed to speak to him, look at him, or even acknowledge his existence.\nThe common members of the faith are only aware that the subject is under anathema if so informed by the church hierarchy; however, clerics, paladins, druids and rangers of the faith can automatically detect an anathema effect simply by looking at the subject.\nThe effect is permanent until lifted, either by the original spellcaster, or by a cleric of the same faith, of a higher level than the caster, who casts an atonement spell upon the subject.\nThe subject of an anathema can also remove its effect by changing his divine allegiance (see Changing Deities, page 233 of the FORGOTTEN REALMS Campaign Setting).\nFocus: The subject's name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being condemned.\nThe book is not consumed in the process.","short_description":"You can permanently break the divine link between your deity and a lower-level cleric, druid, ranger ...","material_components":"0","name":"Anathema","level":"Cleric 9 \/ Druid 9","full_text":"<div><p><h5>Anathema<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Druid 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can permanently break the divine link between your deity and a lower-level cleric, druid, ranger or paladin of your faith, or upon a common worshiper.<br \/>The spell has no effect on spellcasters of a faith other than your own.<br \/>You can pronounce an anathema upon any character of your faith, no matter where he is, even if on a different plane.<br \/>You cannot pronounce an anathema against someone who is already dead.<br \/>Some deities do not allow an anathema to be pronounced against the innocent or against their chosen, while others grant their high-level clerics free use of this most terrible of divine curses.<br \/>An individual under anathema can no longer cast divine spells or call upon the power of his god to turn or command undead, heal, harm, smite, shape change, or use any other divine power associated with his character class.<br \/>An ordinary worshiper placed under anathema is not allowed to take advantage of any of the faith&#39;s services, such as healing, naming, marrying, or burial of the dead.<br \/>Anyone who dies while under anathema is barred from entry into his deity&#39;s plane just as though he had never declared allegiance to a god.<br \/>His soul is condemned to eternally writhe in the Wall of<br \/>the Faithless.<br \/>On a more personal level, the anathema spell marks the subject as accursed with regard to others of the faith.<br \/>They are not allowed to speak to him, look at him, or even acknowledge his existence.<br \/>The common members of the faith are only aware that the subject is under anathema if so informed by the church hierarchy; however, clerics, paladins, druids and rangers of the faith can automatically detect an anathema effect simply by looking at the subject.<br \/>The effect is permanent until lifted, either by the original spellcaster, or by a cleric of the same faith, of a higher level than the caster, who casts an atonement spell upon the subject.<br \/>The subject of an anathema can also remove its effect by changing his divine allegiance (see Changing Deities, page 233 of the <span class=caps>FORGOTTEN<\/span> <span class=caps>REALMS<\/span> Campaign Setting).<br \/>Focus: The subject&#39;s name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being condemned.<br \/>The book is not consumed in the process.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Animals within 30 ft. of each other","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"This spell incites and enrages animals, making them hostile and vicious.\nOnly ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.\nThe maximumnumber of Hit Dice of animals you can affect is equal to 2d4 + your caster level.\nA dire animal or an animal trained only to attack on order is allowed a saving throw; other animals are not.\nFor example, a ranger could enrage a normal bear or wolf with little trouble, but it's more difficult to drive a trained guard dog into a frenzy so that it attacks its master.\nThe affected creatures attack the nearest creature, including any other creatures affected by this spell.","short_description":"This spell incites and enrages animals, making them hostile and vicious.","material_components":"0","name":"Enrage Animals","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Enrage Animals<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell incites and enrages animals, making them hostile and vicious.<br \/>Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.<br \/>The maximumnumber of Hit Dice of animals you can affect is equal to 2d4 + your caster level.<br \/>A dire animal or an animal trained only to attack on order is allowed a saving throw; other animals are not.<br \/>For example, a ranger could enrage a normal bear or wolf with little trouble, but it&#39;s more difficult to drive a trained guard dog into a frenzy so that it attacks its master.<br \/>The affected creatures attack the nearest creature, including any other creatures affected by this spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"Cone-shaped burst","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"With this spell, you create a cone of music that draws upon the sadness, guilt, and despair of those within its area of effect.\nAll creatures in the area take a -4 penalty on Listen checks for 1 round.\nIn addition, those who fail to save against love's lament are reminded of all their lost loves and disappointments in life.\nThe music seizes upon these feelings and magnifies them, so that the victims of the spell take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds.","short_description":"With this spell, you create a cone of music that draws upon the sadness, guilt, and despair of those ...","material_components":"0","name":"Love's Lament","level":"Bard 3","full_text":"<div><p><h5>Love's Lament<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cone-shaped burst<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With this spell, you create a cone of music that draws upon the sadness, guilt, and despair of those within its area of effect.<br \/>All creatures in the area take a -4 penalty on Listen checks for 1 round.<br \/>In addition, those who fail to save against love&#39;s lament are reminded of all their lost loves and disappointments in life.<br \/>The music seizes upon these feelings and magnifies them, so that the victims of the spell take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft + 5ft.\/2 levels)","target":"","effect":"","area":"","duration":"See text","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell eliminates normal inhibitions and silences the subject's conscience.\nUnder its effects, a good creature might commit acts of extraordinary evil without any feelings of remorse.\nFor instance, a paladin who strives to never destroy a foe that has surrendered might decide that she's better off meting out justice immediately and killing the enemy.\nThis spell affects the target's norms and expections; for example, once affected, a good-aligned target might be willing to attack his friends when urged to do so through a suggestion.\nThis would not eliminate his need to atone, according to the tenets and punishments prescribed by his faith or law.\nThe compulsion is permanent until broken by a break enchantment spell or similar magic, or until it is removed by the spellcaster.\nMaterial Component:One piece of masterwork artwork of at least 1,000 gp in value.\nThe artwork must depict acts of debauchery or evil that are titillating and fascinating, not disturbing or revolting.\nThe spell is cast upon the artwork, which is then revealed to the subject of the spell, triggering its effects.\nThe enchantment on the artwork lasts for 1 day per spellcaster level, much like a symbol, until it is viewed and its magical effect is triggered.","short_description":"This spell eliminates normal inhibitions and silences the subject's conscience.","material_components":"0","name":"Remorseless Charm","level":"Bard 5 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Remorseless Charm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Cleric 6 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft + 5ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell eliminates normal inhibitions and silences the subject&#39;s conscience.<br \/>Under its effects, a good creature might commit acts of extraordinary evil without any feelings of remorse.<br \/>For instance, a paladin who strives to never destroy a foe that has surrendered might decide that she&#39;s better off meting out justice immediately and killing the enemy.<br \/>This spell affects the target&#39;s norms and expections; for example, once affected, a good-aligned target might be willing to attack his friends when urged to do so through a suggestion.<br \/>This would not eliminate his need to atone, according to the tenets and punishments prescribed by his faith or law.<br \/>The compulsion is permanent until broken by a break enchantment spell or similar magic, or until it is removed by the spellcaster.<br \/>Material Component:One piece of masterwork artwork of at least 1,000 gp in value.<br \/>The artwork must depict acts of debauchery or evil that are titillating and fascinating, not disturbing or revolting.<br \/>The spell is cast upon the artwork, which is then revealed to the subject of the spell, triggering its effects.<br \/>The enchantment on the artwork lasts for 1 day per spellcaster level, much like a symbol, until it is viewed and its magical effect is triggered.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"Living creature touched","effect":"","area":"","duration":"1 day\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"A creature targeted by this spell loses the ability to dream during sleep or rest.\nRather, in place of dreams, the target's slumbering mind is filled with the sounds of a discordant orchestra.\nAfter the victim's first attempt to sleep, he incurs a -2 penalty on all Wisdom-based skill checks.\nThis penalty persists as long as the symphonic nightmare effect maintains its hold on him.\nThis spell affects all creatures that sleep or enter sleeplike trances; creatures without the need to sleep are effectively immune.\nIn addition, the creature's sleep is now haunted.\nIt can no longer gain complete rest from sleeping or resting.\nThe target does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night's rest.\nThe creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag's dream haunting ability).\nThe caster can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires.\nA remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment.\nOtherwise, a wish or miracle is required to lift the curse.\nFocus: A small statue of an opened skull within which is arranged a miniature orchestra.\nThe quality of this component must be extraordinary, giving it a value of at least 1,000 gp.","short_description":"A creature targeted by this spell loses the ability to dream during sleep or rest.","material_components":"0","name":"Symphonic Nightmare","level":"Bard 6","full_text":"<div><p><h5>Symphonic Nightmare<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A creature targeted by this spell loses the ability to dream during sleep or rest.<br \/>Rather, in place of dreams, the target&#39;s slumbering mind is filled with the sounds of a discordant orchestra.<br \/>After the victim&#39;s first attempt to sleep, he incurs a -2 penalty on all Wisdom-based skill checks.<br \/>This penalty persists as long as the symphonic nightmare effect maintains its hold on him.<br \/>This spell affects all creatures that sleep or enter sleeplike trances; creatures without the need to sleep are effectively immune.<br \/>In addition, the creature&#39;s sleep is now haunted.<br \/>It can no longer gain complete rest from sleeping or resting.<br \/>The target does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night&#39;s rest.<br \/>The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag&#39;s dream haunting ability).<br \/>The caster can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires.<br \/>A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment.<br \/>Otherwise, a wish or miracle is required to lift the curse.<br \/>Focus: A small statue of an opened skull within which is arranged a miniature orchestra.<br \/>The quality of this component must be extraordinary, giving it a value of at least 1,000 gp.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.\nThe arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage.\nThe black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled).\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nCreatures with immunity or resistance to fire take full damage from the black flames.\nThe projectile is destroyed even if it misses its target.\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.","material_components":"0","name":"Darkflame Arrow","level":"Assassin 3 \/ Justice of Weald and Woe 3 \/ Ranger 3","full_text":"<div><p><h5>Darkflame Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Justice of Weald and Woe 3 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.<br \/>The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage.<br \/>The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled).<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>Creatures with immunity or resistance to fire take full damage from the black flames.<br \/>The projectile is destroyed even if it misses its target.<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"Unlimited","target":"One creature","effect":"","area":"","duration":"Permanent","saving_throw":"None","spell_resistance":"Yes","description":"You permanently place a mark upon a character or creature that identifies it as an enemy of the faith.\nAnyone of your faith who encounters the bearer of a mark of the unfaithful, even if he is disguised, altered, or polymorphed, feels a natural hostility toward that person and gains a +6 circumstance bonus on Sense Motive checks made against the marked creature.\nThis hostility might not induce the viewer to attack, but he certainly will not be inclined to trust or believe anything the marked one says.\nClerics, paladins, druids and rangers of the faith can automatically detect the mark simply by looking at the subject.\nA mark of the unfaithful is permanent until dispelled or removed by a cleric of the same faith, of higher level than the caster, who casts an atonement spell upon the subject.\nFocus: The subject's name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being marked.","short_description":"You permanently place a mark upon a character or creature that identifies it as an enemy of the faith...","material_components":"0","name":"Mark of the Unfaithful","level":"Cleric 7 \/ Druid 7","full_text":"<div><p><h5>Mark of the Unfaithful<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7 \/ Druid 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Unlimited<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You permanently place a mark upon a character or creature that identifies it as an enemy of the faith.<br \/>Anyone of your faith who encounters the bearer of a mark of the unfaithful, even if he is disguised, altered, or polymorphed, feels a natural hostility toward that person and gains a +6 circumstance bonus on Sense Motive checks made against the marked creature.<br \/>This hostility might not induce the viewer to attack, but he certainly will not be inclined to trust or believe anything the marked one says.<br \/>Clerics, paladins, druids and rangers of the faith can automatically detect the mark simply by looking at the subject.<br \/>A mark of the unfaithful is permanent until dispelled or removed by a cleric of the same faith, of higher level than the caster, who casts an atonement spell upon the subject.<br \/>Focus: The subject&#39;s name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being marked.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more targets, no two of which can be more than 30 ft. apart","effect":"One tendril of force plus one additional tendril per three caster levels (maximum four)","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"One or more whiplike tendrils of force spring from your hand and lash targets within range.\nMake a melee touch attack for each tendril using your highest attack bonus.\nIf a tendril hits, it deals 1d8 points of force damage plus 1 point of force damage per two caster levels (maximum 1d8+5).\nYou can lash a target with multiple tendrils.","short_description":"One or more whiplike tendrils of force spring from your hand and lash targets within range.","material_components":"0","name":"Scourge of Force","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Scourge of Force<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One tendril of force plus one additional tendril per three caster levels (maximum four)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>One or more whiplike tendrils of force spring from your hand and lash targets within range.<br \/>Make a melee touch attack for each tendril using your highest attack bonus.<br \/>If a tendril hits, it deals 1d8 points of force damage plus 1 point of force damage per two caster levels (maximum 1d8+5).<br \/>You can lash a target with multiple tendrils.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Ray","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"A hissing, hurtling ribbon of pure darkness flies from your hand.\nA creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8).\nAn undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).","short_description":"A hissing, hurtling ribbon of pure darkness flies from your hand.","material_components":"0","name":"Slashing Darkness","level":"Cleric 3","full_text":"<div><p><h5>Slashing Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ray<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A hissing, hurtling ribbon of pure darkness flies from your hand.<br \/>A creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8).<br \/>An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"20-ft.-radius spread","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You imbue a humanoid skull with negative energy and hurl it.\nThe skull detonates on impact, releasing the negative energy contained within.\nAll creatures in the spell's area, except for undead, gain 1d4 negative levels (see Energy Drain, page 308 of the Monster Manual, for details about negative levels).\nAssuming a creature survives the effect of the spell, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).\nUsually, negative levels have a chance of draining a creature's levels, but the negative levels from necrotic skull bomb don't last long enough to do so.\nAn undead creature in the spell's area gains 1d4x5 temporary hit points for 1 hour.\nMaterial Component: A humanoid skull.","short_description":"You imbue a humanoid skull with negative energy and hurl it.","material_components":"0","name":"Necrotic Skull Bomb","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Necrotic Skull Bomb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You imbue a humanoid skull with negative energy and hurl it.<br \/>The skull detonates on impact, releasing the negative energy contained within.<br \/>All creatures in the spell&#39;s area, except for undead, gain 1d4 negative levels (see Energy Drain, page 308 of the Monster Manual, for details about negative levels).<br \/>Assuming a creature survives the effect of the spell, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).<br \/>Usually, negative levels have a chance of draining a creature&#39;s levels, but the negative levels from necrotic skull bomb don&#39;t last long enough to do so.<br \/>An undead creature in the spell&#39;s area gains 1d4&#215;5 temporary hit points for 1 hour.<br \/>Material Component: A humanoid skull.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft.-radius cylinder, 40 ft. high","duration":"Instantaneous","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"A terrible column of swirling black energy engulfs creatures and rips at their bodies and souls.\nAll living creatures within the spell's area take 1d6 points of vile damage per two caster levels (maximum 10d6).\nUnlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell.","short_description":"A terrible column of swirling black energy engulfs creatures and rips at their bodies and souls.","material_components":"0","name":"Ravage","level":"Cleric 7","full_text":"<div><p><h5>Ravage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A terrible column of swirling black energy engulfs creatures and rips at their bodies and souls.<br \/>All living creatures within the spell&#39;s area take 1d6 points of vile damage per two caster levels (maximum 10d6).<br \/>Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.\nMake a ranged touch attack with the missile instead of a normal ranged attack.\nInstead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage.\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nThe projectile is destroyed even if it misses its target.\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.","material_components":"0","name":"Shadow Arrow","level":"Assassin 4 \/ Justice of Weald and Woe 4 \/ Ranger 4","full_text":"<div><p><h5>Shadow Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Justice of Weald and Woe 4 \/ Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.<br \/>Make a ranged touch attack with the missile instead of a normal ranged attack.<br \/>Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage.<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>The projectile is destroyed even if it misses its target.<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature that has a skeleton or exoskeleton","effect":"","area":"","duration":"Concentration, up to 1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"You call up a ghostly fiddle bow in the air above the targeted creature.\nThis bow immediately descends into the subject's body and begins to saw back and forth against its skeleton.\nAlthough the music produced is eerily beautiful, it causes intense pain and anguish to the victim.\nIn each round of the duration, the victim takes 1d6 points of sonic damage and has a -20 penalty on all Move Silently checks; the sonic damage is considered to be continuous damage for the purposes of disrupting spellcasting.\nAs a standard action, you can move the bonefiddle to another creature in range, but the new target gains a saving throw to resist the spell.\nIf a target ever makes its saving throw, the bonefiddle vanishes and the spell ends.\nThe spell's effects continue even if the target moves so you no longer have line of sight or line of effect to it, but you cannot shift the bonefiddle to a new target unless you have\nboth line of sight and line of effect to the current target and to the intended target.\nMaterial Component: A miniature silver fiddle worth at least 30 gp.","short_description":"You call up a ghostly fiddle bow in the air above the targeted creature.","material_components":"0","name":"Tvash-prull's Bonefiddle","level":"Bard 2","full_text":"<div><p><h5>Tvash-prull's Bonefiddle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call up a ghostly fiddle bow in the air above the targeted creature.<br \/>This bow immediately descends into the subject&#39;s body and begins to saw back and forth against its skeleton.<br \/>Although the music produced is eerily beautiful, it causes intense pain and anguish to the victim.<br \/>In each round of the duration, the victim takes 1d6 points of sonic damage and has a -20 penalty on all Move Silently checks; the sonic damage is considered to be continuous damage for the purposes of disrupting spellcasting.<br \/>As a standard action, you can move the bonefiddle to another creature in range, but the new target gains a saving throw to resist the spell.<br \/>If a target ever makes its saving throw, the bonefiddle vanishes and the spell ends.<br \/>The spell&#39;s effects continue even if the target moves so you no longer have line of sight or line of effect to it, but you cannot shift the bonefiddle to a new target unless you have<br \/>both line of sight and line of effect to the current target and to the intended target.<br \/>Material Component: A miniature silver fiddle worth at least 30 gp.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"S, M","casting_time":"1 standard action","range":"Touch","target":"","effect":"","area":"","duration":"2 hours\/level; see text","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The transmuted creatures can breathe air freely.\nDivide the duration evenly among all the creatures you touch.\nThe spell does not make creatures unable to breathe water.\nAir breathing dispels and counters water breathing.\nArcane Material Component: A short reed or piece of straw.","short_description":"The transmuted creatures can breathe air freely.","material_components":"0","name":"Air Breathing","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Air Breathing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 hours\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The transmuted creatures can breathe air freely.<br \/>Divide the duration evenly among all the creatures you touch.<br \/>The spell does not make creatures unable to breathe water.<br \/>Air breathing dispels and counters water breathing.<br \/>Arcane Material Component: A short reed or piece of straw.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.\nIn addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed.\nA successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn).\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.","material_components":"0","name":"Bloodfreeze Arrow","level":"Assassin 4 \/ Ranger 4 \/ Justice of Weald and Woe 4","full_text":"<div><p><h5>Bloodfreeze Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Ranger 4 \/ Justice of Weald and Woe 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.<br \/>In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed.<br \/>A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster&#39;s turn).<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Spear touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"None","spell_resistance":"No","description":"This spell allows you to channel the fury of Gruumsh into the god's favored weapon--a spear.\nThe weapon's tip begins to drip blood, and the spear acts as if it had the wounding special ability (see Dungeon Master's Guide page 226) for the duration of the spell.\nThe spell is automatically canceled 1 round after the weapon leaves your hand.\nYou cannot have more than one bloodspear in effect at a time.\nThis spell has no effect on a spear that already has the wounding special ability, and it does not work on artifacts.","short_description":"This spell allows you to channel the fury of Gruumsh into the god's favored weapon--a spear.","material_components":"0","name":"Bloodspear","level":"","full_text":"<div><p><h5>Bloodspear<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to channel the fury of Gruumsh into the god&#39;s favored weapon&#8212;a spear.<br \/>The weapon&#39;s tip begins to drip blood, and the spear acts as if it had the wounding special ability (see Dungeon Master&#39;s Guide page 226) for the duration of the spell.<br \/>The spell is automatically canceled 1 round after the weapon leaves your hand.<br \/>You cannot have more than one bloodspear in effect at a time.<br \/>This spell has no effect on a spear that already has the wounding special ability, and it does not work on artifacts.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that gives off light as a torch (20-foot radius).\nA brilliant energy missile ignores nonliving matter.\nArmor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor.\nIt deals normal damage and has no effect on constructs, undead, and objects.\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nThe projectile is destroyed even if it misses its target.\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that ...","material_components":"0","name":"Brilliant Energy Arrow","level":"Assassin 2 \/ Ranger 2 \/ Justice of Weald and Woe 2","full_text":"<div><p><h5>Brilliant Energy Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Ranger 2 \/ Justice of Weald and Woe 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that gives off light as a torch (20-foot radius).<br \/>A brilliant energy missile ignores nonliving matter.<br \/>Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor.<br \/>It deals normal damage and has no effect on constructs, undead, and objects.<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>The projectile is destroyed even if it misses its target.<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Shadows in one 5-ft. cube\/level","duration":"Concentration + 1 round\/level","saving_throw":"None","spell_resistance":"No","description":"You can affect existing shadows, both natural and magical, by causing them to deepen, lighten, or even move.\nYou can cause one of the following effects at a time, and can switch them once per round as a free action for the duration of the spell.\nThe chosen effect covers the entire area of the spell; multiple effects may not be applied to different areas.\nThe possible effects are described below.\nDeepen Darkness and Shadow:Normal shadows now grant a +4 bonus on Hide checks and provide concealment to creatures within them.\nMagical darkness now confers total concealment to anyone\nwithin its area.\nLighten Darkness and Shadow:Normal shadows are suppressed within the area, making it impossible to hide within them or use abilities such as the shadowdancer's shadow jump ability.\nMagical darkness no longer provides concealment, and the\narea can now be illuminated by any light source.\nMove Shadow: The affected shadow moves as you direct within the area.\nYou can create shadow illusions (as those created by a silent image spell, but without color), reveal hidden creatures by\ntaking their shadow away, cause shadows to follow you within the area of the spell, or otherwise move the shadow as you see fit.\nYou cannot move areas of darkness in this way.","short_description":"You can affect existing shadows, both natural and magical, by causing them to deepen, lighten, or eve...","material_components":"0","name":"Control Darkness and Shadow","level":"Bard 2 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Control Darkness and Shadow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can affect existing shadows, both natural and magical, by causing them to deepen, lighten, or even move.<br \/>You can cause one of the following effects at a time, and can switch them once per round as a free action for the duration of the spell.<br \/>The chosen effect covers the entire area of the spell; multiple effects may not be applied to different areas.<br \/>The possible effects are described below.<br \/>Deepen Darkness and Shadow:Normal shadows now grant a +4 bonus on Hide checks and provide concealment to creatures within them.<br \/>Magical darkness now confers total concealment to anyone<br \/>within its area.<br \/>Lighten Darkness and Shadow:Normal shadows are suppressed within the area, making it impossible to hide within them or use abilities such as the shadowdancer&#39;s shadow jump ability.<br \/>Magical darkness no longer provides concealment, and the<br \/>area can now be illuminated by any light source.<br \/>Move Shadow: The affected shadow moves as you direct within the area.<br \/>You can create shadow illusions (as those created by a silent image spell, but without color), reveal hidden creatures by<br \/>taking their shadow away, cause shadows to follow you within the area of the spell, or otherwise move the shadow as you see fit.<br \/>You cannot move areas of darkness in this way.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Touch","target":"One arrow or bolt","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of one.\nThe character firing the arrow selects the two targets, both of which must be within 30 feet of each other, and makes a separate attack roll against each target (using the same attack bonus).\nAfter striking or missing the first target, the arrow swerves and continues on course to the second target.\nA doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets.\nMaterial Component: Arrow or bolt.","short_description":"This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of...","material_components":"0","name":"Doublestrike Arrow","level":"Ranger 4 \/ Justice of Weald and Woe 4","full_text":"<div><p><h5>Doublestrike Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 4 \/ Justice of Weald and Woe 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of one.<br \/>The character firing the arrow selects the two targets, both of which must be within 30 feet of each other, and makes a separate attack roll against each target (using the same attack bonus).<br \/>After striking or missing the first target, the arrow swerves and continues on course to the second target.<br \/>A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets.<br \/>Material Component: Arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"Up to eight projectiles, all of which must be within 40 ft. of each other at the time of casting; see text","effect":"","area":"","duration":"Up to 10 min.\/level; see text","saving_throw":"None","spell_resistance":"No","description":"You transform wooden arrows, darts, or twigs into Tiny vipers (see Monster Manual page 200).\nThese missiles remain rigid and harmless until fired or hurled.\nThey automatically bite any creature they hit, each dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Con).\nThe missiles remain in snake form for the duration of the spell, fighting the creatures they initially struck using their normal attack bonus.\nIf a missile misses its target, or the target originally struck moves out of reach, the snake moves to attack the nearest creature other than you.\nIf a target falls dead and no others are in range, the spell ends even if its duration has not run out.\nWhen the spell expires, the vipers melt away, leaving nothing behind.\nMaterial Components:Up to eight wooden arrows, darts, or straight twigs, plus a scale from any sort of snake.","short_description":"You transform wooden arrows, darts, or twigs into Tiny vipers (see Monster Manual page 200).","material_components":"0","name":"Serpent Arrow","level":"Justice of Weald and Woe 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Serpent Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Justice of Weald and Woe 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Up to 10 min.\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You transform wooden arrows, darts, or twigs into Tiny vipers (see Monster Manual page 200).<br \/>These missiles remain rigid and harmless until fired or hurled.<br \/>They automatically bite any creature they hit, each dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Con).<br \/>The missiles remain in snake form for the duration of the spell, fighting the creatures they initially struck using their normal attack bonus.<br \/>If a missile misses its target, or the target originally struck moves out of reach, the snake moves to attack the nearest creature other than you.<br \/>If a target falls dead and no others are in range, the spell ends even if its duration has not run out.<br \/>When the spell expires, the vipers melt away, leaving nothing behind.<br \/>Material Components:Up to eight wooden arrows, darts, or straight twigs, plus a scale from any sort of snake.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell is cast upon a masterwork arrow or bolt, transforming it into a glowing missile that destabilizes other forms of magic.\nIn addition to dealing normal damage, a spellslayer arrow deals an extra 1d4 points of damage for each ongoing spell currently in effect on the target.\nFor example, an arrow would deal an extra 3d4 points of damage to a creature under the effects of bull's strength,\nhaste, and mage armor.\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nThe projectile is destroyed even if it misses its target.\nMaterial Component:Masterwork arrow or bolt.","short_description":"This spell is cast upon a masterwork arrow or bolt, transforming it into a glowing missile that desta...","material_components":"0","name":"Spellslayer Arrow","level":"Assassin 2 \/ Justice of Weald and Woe 2 \/ Ranger 2","full_text":"<div><p><h5>Spellslayer Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Justice of Weald and Woe 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, transforming it into a glowing missile that destabilizes other forms of magic.<br \/>In addition to dealing normal damage, a spellslayer arrow deals an extra 1d4 points of damage for each ongoing spell currently in effect on the target.<br \/>For example, an arrow would deal an extra 3d4 points of damage to a creature under the effects of bull&#39;s strength,<br \/>haste, and mage armor.<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>The projectile is destroyed even if it misses its target.<br \/>Material Component:Masterwork arrow or bolt.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"When you cast this spell, a familiar and soothing song wells up in your mind.\nThe song does not distract you from any task at hand--on the contrary, by humming along to the tune you can focus your mind with ease.\nAs long as this spell is in effect, you can use any Perform check in place of a Concentration check.\nYou must decide which skill to use before any check is made.","short_description":"When you cast this spell, a familiar and soothing song wells up in your mind.","material_components":"0","name":"Undersong","level":"Bard 1","full_text":"<div><p><h5>Undersong<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, a familiar and soothing song wells up in your mind.<br \/>The song does not distract you from any task at hand&#8212;on the contrary, by humming along to the tune you can focus your mind with ease.<br \/>As long as this spell is in effect, you can use any Perform check in place of a Concentration check.<br \/>You must decide which skill to use before any check is made.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One animal of up to 1 HD\/level","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"When you cast this spell, the subject creature temporarily transforms into a being of evil, serving you for the duration of the spell.\nThe animal's limbs and face contort, it sprouts tusks and bone spurs through its skin, and its eyes turn completely black.\nThe animal gains a +2 bonus to Strength, Dexterity, and Constitution, and a +2 bonus to natural armor.\nFurthermore, the damage of its natural attacks increases as if it were one size category larger.\nAn unholy beast serves you as if it were under the influence of a dominate animal spell.","short_description":"When you cast this spell, the subject creature temporarily transforms into a being of evil, serving y...","material_components":"0","name":"Unholy Beast","level":"Druid 4","full_text":"<div><p><h5>Unholy Beast<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, the subject creature temporarily transforms into a being of evil, serving you for the duration of the spell.<br \/>The animal&#39;s limbs and face contort, it sprouts tusks and bone spurs through its skin, and its eyes turn completely black.<br \/>The animal gains a +2 bonus to Strength, Dexterity, and Constitution, and a +2 bonus to natural armor.<br \/>Furthermore, the damage of its natural attacks increases as if it were one size category larger.<br \/>An unholy beast serves you as if it were under the influence of a dominate animal spell.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"","effect":"15-foot-long whip covered with sharp thorns","area":"","duration":"1 round\/level, or until discharged","saving_throw":"None","spell_resistance":"No","description":"When you cast this spell, a piece of vine grows into a thorn-studded whip capable of savagely ripping your opponent's flesh.\nYou can wield this whip as if you were proficient, and it follows all the rules for a whip except that it deals 1d8+1 points of lethal damage per strike.\nAny time you strike a Large or smaller opponent successfully with the whip, you can release it and entangle the creature.\nDoing this ends the spell, but the thorny vine continues to wrap around your enemy until the opponent breaks free with a successful Escape Artist check (DC equal to the save DC of the spell).\nOn a failed check, the creature takes an additional 1d4 points of damage and remains entangled.\nOn a successful check that exceeds the DC by 10 or less, the creature takes the additional damage in the process of freeing itself.\nA creature can also attempt to burst the vine with a DC 20 Strength check, although it takes 1d4 points of damage whether or not the attempt succeeds.\nMaterial Component: A tiny piece of vine.","short_description":"When you cast this spell, a piece of vine grows into a thorn-studded whip capable of savagely ripping...","material_components":"0","name":"Whip of Thorns","level":"Druid 2","full_text":"<div><p><h5>Whip of Thorns<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>15-foot-long whip covered with sharp thorns<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level, or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, a piece of vine grows into a thorn-studded whip capable of savagely ripping your opponent&#39;s flesh.<br \/>You can wield this whip as if you were proficient, and it follows all the rules for a whip except that it deals 1d8+1 points of lethal damage per strike.<br \/>Any time you strike a Large or smaller opponent successfully with the whip, you can release it and entangle the creature.<br \/>Doing this ends the spell, but the thorny vine continues to wrap around your enemy until the opponent breaks free with a successful Escape Artist check (DC equal to the save DC of the spell).<br \/>On a failed check, the creature takes an additional 1d4 points of damage and remains entangled.<br \/>On a successful check that exceeds the DC by 10 or less, the creature takes the additional damage in the process of freeing itself.<br \/>A creature can also attempt to burst the vine with a DC 20 Strength check, although it takes 1d4 points of damage whether or not the attempt succeeds.<br \/>Material Component: A tiny piece of vine.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Touch","target":"One masterwork arrow or bolt","effect":"","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"This spell is cast upon a masterwork arrow or bolt, enabling the missile to pass through wood as though it was air, negating any cover benefit the target might enjoy because of wooden doors, tables, or stockade walls, or negating the AC modifier of a wooden shield.\nThe spell doesn't grant the spellcaster the ability to see through wooden obstructions, so unless a clairvoyance spell or similar magic is already in effect, the target is treated as having concealment instead of cover.\nThe arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.\nThe projectile is destroyed even if it misses its target.","short_description":"This spell is cast upon a masterwork arrow or bolt, enabling the missile to pass through wood as thou...","material_components":"0","name":"Woodwisp Arrow","level":"Assassin 1 \/ Druid 1 \/ Justice of Weald and Woe 1 \/ Ranger 1","full_text":"<div><p><h5>Woodwisp Arrow<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Druid 1 \/ Justice of Weald and Woe 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell is cast upon a masterwork arrow or bolt, enabling the missile to pass through wood as though it was air, negating any cover benefit the target might enjoy because of wooden doors, tables, or stockade walls, or negating the AC modifier of a wooden shield.<br \/>The spell doesn&#39;t grant the spellcaster the ability to see through wooden obstructions, so unless a clairvoyance spell or similar magic is already in effect, the target is treated as having concealment instead of cover.<br \/>The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.<br \/>The projectile is destroyed even if it misses its target.<\/p><\/p>Reference: Champions of Ruin<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 immediate action","range":"","target":"One silence effect","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like dispel magic, except as noted above and that it only works against effects that create an area of silence (silence, Khelben's suspended silence, and so on).\nWhile you have this spell prepared, you gain a +2 competence bonus on Listen checks.","short_description":"This spell functions like dispel magic, except as noted above and that it only works against effects ...","material_components":"0","name":"Dispel Silence","level":"","full_text":"<div><p><h5>Dispel Silence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like dispel magic, except as noted above and that it only works against effects that create an area of silence (silence, Khelben&#39;s suspended silence, and so on).<br \/>While you have this spell prepared, you gain a +2 competence bonus on Listen checks.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 immediate action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/3 levels","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell creates a glistening aura of golden magical energy around the target creature.\nThe creature gains a +2 luck bonus to AC.\nFocus: A gold piece.","short_description":"This spell creates a glistening aura of golden magical energy around the target creature.","material_components":"0","name":"Favor of Tymora","level":"","full_text":"<div><p><h5>Favor of Tymora<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a glistening aura of golden magical energy around the target creature.<br \/>The creature gains a +2 luck bonus to AC.<br \/>Focus: A gold piece.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"1 immediate action","range":"","target":"","effect":"","area":"","duration":"1 minute","saving_throw":"","spell_resistance":"","description":"This spell originated in Nobanion's faith.\nIt functions like remove fear except as noted above.","short_description":"This spell originated in Nobanion's faith.","material_components":"0","name":"Lionheart","level":"","full_text":"<div><p><h5>Lionheart<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><\/table><p>\t<p>This spell originated in Nobanion&#39;s faith.<br \/>It functions like remove fear except as noted above.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 minute","range":"Close (25 ft. plus 5 ft.\/2 levels)","target":"","effect":"One 10-ft.-cube area of the Shadow Weave","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.\nWhile you have this spell prepared, you get a +2 competence bonus on caster level checks to dispel Shadow Weave effects.\nMaterial Component: A moonstone worth at least 50 gp.","short_description":"You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather...","material_components":"0","name":"Rend Shadow Weave","level":"Cleric 3 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Rend Shadow Weave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. plus 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One 10-ft.-cube area of the Shadow Weave<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.<br \/>While you have this spell prepared, you get a +2 competence bonus on caster level checks to dispel Shadow Weave effects.<br \/>Material Component: A moonstone worth at least 50 gp.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell creates an aura of shimmering blue-white light similar to moonlight that fills your space and moves with you.\nThe aura sheds light equal to a candle.\nThis aura functions like a lesser globe of invulnerability.\nIf you are a sorcerer and Sel\u00fbne is your patron, the aura also grants you the benefit of protection from evil.\nThe spell is named for the Shards, planetar servants of Sel\u00fbne drawn from the ranks of her greatest priestesses.\nBecause some shards return to Faer\u00fbn to visit their mortal lovers, supernatural bloodlines (usually aasimar, but not always) with ties to Sel\u00fbne exist in some parts of the world.\nMaterial Component: A moonstone or other polished white stone.","short_description":"This spell creates an aura of shimmering blue-white light similar to moonlight that fills your space ...","material_components":"0","name":"Shard Blessing Aura","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shard Blessing Aura<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an aura of shimmering blue-white light similar to moonlight that fills your space and moves with you.<br \/>The aura sheds light equal to a candle.<br \/>This aura functions like a lesser globe of invulnerability.<br \/>If you are a sorcerer and Sel\u00fbne is your patron, the aura also grants you the benefit of protection from evil.<br \/>The spell is named for the Shards, planetar servants of Sel\u00fbne drawn from the ranks of her greatest priestesses.<br \/>Because some shards return to Faer\u00fbn to visit their mortal lovers, supernatural bloodlines (usually aasimar, but not always) with ties to Sel\u00fbne exist in some parts of the world.<br \/>Material Component: A moonstone or other polished white stone.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/3 levels","saving_throw":"","spell_resistance":"","description":"This spell grants you spell resistance equal to 10 + your caster level.\nIf you are a sorcerer, this spell also grants you a +5 resistance bonus on saving throws against poison.\nSome of Mystra's servants are steel dragons, shapeshifting creatures who love living among humanoids.\nSome sorcerers claim their magic comes from a long-ago dragon ancestor, one of the first steel dragons to serve Mystra in Faer\u00fbn.\nMaterial Component: A piece of steel in the shape of a seven-pointed star or a steel holy symbol of Mystra's faith.","short_description":"This spell grants you spell resistance equal to 10 + your caster level.","material_components":"0","name":"Skin of the Steel Dragon","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Skin of the Steel Dragon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels<br\/><\/td><\/tr><\/table><p>\t<p>This spell grants you spell resistance equal to 10 + your caster level.<br \/>If you are a sorcerer, this spell also grants you a +5 resistance bonus on saving throws against poison.<br \/>Some of Mystra&#39;s servants are steel dragons, shapeshifting creatures who love living among humanoids.<br \/>Some sorcerers claim their magic comes from a long-ago dragon ancestor, one of the first steel dragons to serve Mystra in Faer\u00fbn.<br \/>Material Component: A piece of steel in the shape of a seven-pointed star or a steel holy symbol of Mystra&#39;s faith.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S","casting_time":"10 minutes","range":"Medium (100 ft. + 10 ft.\/level)","target":"One corpse with HD equal to or less than your caster level","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"By casting this spell, you request your deity to send you the spirit of a good-aligned outsider (of 6 HD or less) of the deity's choice to inhabit a corpse within range, which becomes animated by the spirit.\nIf you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment.\nIf you know an individual creature's name, you can request that individual by speaking the name during the spell (though you might get a different creature anyway).\nThe Hit Dice of the corpse to be animated (not counting class levels) cannot exceed your caster level.\nThe possessed body attacks your opponents to the best of its ability.\nIf you can communicate with the possessing spirit, you can direct it not to attack, to attack particular enemies, or to perform other actions.\nWhile the body is inhabited by the spirit, it is treated as if were still alive but possessed.\nIt uses the outsider's Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, alignment, mental abilities, and any class levels it might have.\nThe body regains the Strength, Dexterity, Constitution, hit points, and innate abilities of the creature the corpse represented when it was alive.\nFor example, a sahuagin's body breathes water and a troll's body regenerates.\nThe spirit can't choose to activate the host body's extraordinary or supernatural abilities, and the host body's spells and spell-like abilities do not stay with the body.\nThe spirit remains within the body until the spell is dismissed, the duration ends, or the host body is slain, at which point it returns to its original body with no ill effects.\nSacrifice Component: 1d3 points of Strength drain.","short_description":"By casting this spell, you request your deity to send you the spirit of a good-aligned outsider (of 6...","material_components":"0","name":"Animate With the Spirit","level":"","full_text":"<div><p><h5>Animate With the Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>By casting this spell, you request your deity to send you the spirit of a good-aligned outsider (of 6 HD or less) of the deity&#39;s choice to inhabit a corpse within range, which becomes animated by the spirit.<br \/>If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment.<br \/>If you know an individual creature&#39;s name, you can request that individual by speaking the name during the spell (though you might get a different creature anyway).<br \/>The Hit Dice of the corpse to be animated (not counting class levels) cannot exceed your caster level.<br \/>The possessed body attacks your opponents to the best of its ability.<br \/>If you can communicate with the possessing spirit, you can direct it not to attack, to attack particular enemies, or to perform other actions.<br \/>While the body is inhabited by the spirit, it is treated as if were still alive but possessed.<br \/>It uses the outsider&#39;s Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, alignment, mental abilities, and any class levels it might have.<br \/>The body regains the Strength, Dexterity, Constitution, hit points, and innate abilities of the creature the corpse represented when it was alive.<br \/>For example, a sahuagin&#39;s body breathes water and a troll&#39;s body regenerates.<br \/>The spirit can&#39;t choose to activate the host body&#39;s extraordinary or supernatural abilities, and the host body&#39;s spells and spell-like abilities do not stay with the body.<br \/>The spirit remains within the body until the spell is dismissed, the duration ends, or the host body is slain, at which point it returns to its original body with no ill effects.<br \/>Sacrifice Component: 1d3 points of Strength drain.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like Leomund's secure shelter, except as noted above and as follows.\nThe structure is a simple flat-roofed fort rather than a cottage.\nIt has a sturdy door and a fireplace but no windows; access to the roof is through a ladder and a sturdy hatch.\nThe fortress resonates with the power of your deity's home plane, and it is protected by consecrate and magic circle against evil.\nThe fortress's appearance reflects your deity and deity's realm.\nFor example, Mystra's forts created by this spell look like high-fantasy castles, those of Mulhorandi deities look native to their land, those of dwarven deities look very dwarflike, and so on.\nSacrifice Component: 1d2 points of Constitution damage.","short_description":"This spell functions like Leomund's secure shelter, except as noted above and as follows.","material_components":"0","name":"Celestial Fortress","level":"","full_text":"<div><p><h5>Celestial Fortress<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like Leomund&#39;s secure shelter, except as noted above and as follows.<br \/>The structure is a simple flat-roofed fort rather than a cottage.<br \/>It has a sturdy door and a fireplace but no windows; access to the roof is through a ladder and a sturdy hatch.<br \/>The fortress resonates with the power of your deity&#39;s home plane, and it is protected by consecrate and magic circle against evil.<br \/>The fortress&#39;s appearance reflects your deity and deity&#39;s realm.<br \/>For example, Mystra&#39;s forts created by this spell look like high-fantasy castles, those of Mulhorandi deities look native to their land, those of dwarven deities look very dwarflike, and so on.<br \/>Sacrifice Component: 1d2 points of Constitution damage.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 hour","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One lantern archon","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You sacrifice a small part of your own life force to create a new lantern archon (see page 16 of the Monster Manual) in the service of your patron.\nThe lantern archon is not under your control but is friendly to you.\nIt willingly performs one nonhazardous task of your choice taking up to 1 hour without requiring any payment.\nAlternatively, you can request that it perform a hazardous or longer task, but in this case payment is required--see lesser planar ally, page 261 of the Player's Handbook, for details on tasks and payment.\nUpon completion of the task, the lantern archon is magically transported to your deity's home plane.\nSacrifice Component: 1d2 points of Constitution drain.","short_description":"You sacrifice a small part of your own life force to create a new lantern archon (see page 16 of the ...","material_components":"0","name":"Create Lantern Archon","level":"","full_text":"<div><p><h5>Create Lantern Archon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One lantern archon<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You sacrifice a small part of your own life force to create a new lantern archon (see page 16 of the Monster Manual) in the service of your patron.<br \/>The lantern archon is not under your control but is friendly to you.<br \/>It willingly performs one nonhazardous task of your choice taking up to 1 hour without requiring any payment.<br \/>Alternatively, you can request that it perform a hazardous or longer task, but in this case payment is required&#8212;see lesser planar ally, page 261 of the Player&#39;s Handbook, for details on tasks and payment.<br \/>Upon completion of the task, the lantern archon is magically transported to your deity&#39;s home plane.<br \/>Sacrifice Component: 1d2 points of Constitution drain.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"","effect":"One suit of magic armor","area":"","duration":"1 hour\/level (D); see text","saving_throw":"","spell_resistance":"","description":"You create a suit of shining golden full plate around your body.\nThe armor is etched with a dragonscale pattern, an image of a gold dragon, or Torm's holy symbol (your choice when you cast the spell).\nIt is treated as +1 mithral full plate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.\nRemoving or destroying the armor dismisses the spell.\nThis spell has no effect if you are already wearing armor.\nTorm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.\nIf you are a sorcerer, the armor also gives you resistance to fire 10.\nFocus: A gold coin and a piece of mithral in the shape of a dragonscale.","short_description":"You create a suit of shining golden full plate around your body.","material_components":"0","name":"Golden Dragonmail","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Golden Dragonmail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One suit of magic armor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D); see text<br\/><\/td><\/tr><\/table><p>\t<p>You create a suit of shining golden full plate around your body.<br \/>The armor is etched with a dragonscale pattern, an image of a gold dragon, or Torm&#39;s holy symbol (your choice when you cast the spell).<br \/>It is treated as +1 mithral full plate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.<br \/>Removing or destroying the armor dismisses the spell.<br \/>This spell has no effect if you are already wearing armor.<br \/>Torm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.<br \/>If you are a sorcerer, the armor also gives you resistance to fire 10.<br \/>Focus: A gold coin and a piece of mithral in the shape of a dragonscale.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One stone pillar","area":"","duration":"Permanent","saving_throw":"See text","spell_resistance":"No","description":"You create a slender stone pillar 2 feet in diameter and 6 feet tall.\nIt can be square, cylindrical, hexagonal, natural-looking, or any similar shape.\nIt must be solid and complete (without hollow spaces or secret compartments).\nWhen you create the runic marker, you can also have a message of up to twenty-five words inscribed upon it.\nThe runic marker also bears a glyph of warding (blast glyph only).\nIn addition to the normal trigger conditions available for a glyph of warding, you can set it to activate if the pillar ever takes damage from a magical effect.\nWhen the glyph of warding effect activates, the runic marker is destroyed, leaving nothing behind.\nMaterial Component:One vial of holy water.","short_description":"You create a slender stone pillar 2 feet in diameter and 6 feet tall.","material_components":"0","name":"Runic Marker","level":"Cleric 4","full_text":"<div><p><h5>Runic Marker<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One stone pillar<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a slender stone pillar 2 feet in diameter and 6 feet tall.<br \/>It can be square, cylindrical, hexagonal, natural-looking, or any similar shape.<br \/>It must be solid and complete (without hollow spaces or secret compartments).<br \/>When you create the runic marker, you can also have a message of up to twenty-five words inscribed upon it.<br \/>The runic marker also bears a glyph of warding (blast glyph only).<br \/>In addition to the normal trigger conditions available for a glyph of warding, you can set it to activate if the pillar ever takes damage from a magical effect.<br \/>When the glyph of warding effect activates, the runic marker is destroyed, leaving nothing behind.<br \/>Material Component:One vial of holy water.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"1 standard action","range":"Personal","target":"","effect":"One suit of magic armor","area":"","duration":"1 hour\/level (D); see text","saving_throw":"","spell_resistance":"","description":"You create a shining silver breastplate around your body.\nThe armor is etched with a dragonscale pattern, an image of a silver dragon, or Torm's holy symbol (your choice when you cast the spell).\nIt is treated as +1 mithral breastplate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.\nRemoving or destroying the armor dismisses the spell.\nThis spell has no effect if you are already wearing armor.\nTorm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.\nIf you are a sorcerer, the armor also gives you resistance to cold 5.\nFocus: A silver piece and a piece of mithral in the shape of a dragonscale.","short_description":"You create a shining silver breastplate around your body.","material_components":"0","name":"Silver Dragonmail","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Silver Dragonmail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One suit of magic armor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D); see text<br\/><\/td><\/tr><\/table><p>\t<p>You create a shining silver breastplate around your body.<br \/>The armor is etched with a dragonscale pattern, an image of a silver dragon, or Torm&#39;s holy symbol (your choice when you cast the spell).<br \/>It is treated as +1 mithral breastplate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.<br \/>Removing or destroying the armor dismisses the spell.<br \/>This spell has no effect if you are already wearing armor.<br \/>Torm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.<br \/>If you are a sorcerer, the armor also gives you resistance to cold 5.<br \/>Focus: A silver piece and a piece of mithral in the shape of a dragonscale.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One evil living creature","effect":"","area":"","duration":"1 round\/3 levels","saving_throw":"Will partial","spell_resistance":"Yes","description":"You give the target a vision of what awaits it in the afterlife.\nSince most evil creatures go to an evil plane where they take the form of a lowly and much-tortured petitioner (barring special arrangements with evil gods or fiends that grant them higher status in the afterlife), this is usually a gut-wrenching vision.\nThe target is nauseated; if it makes its saving throw, it is instead sickened (see page 301 of the Dungeon Master's Guide for definitions of these conditions.\nSacrifice Component: 1d2 points of Strength damage.","short_description":"You give the target a vision of what awaits it in the afterlife.","material_components":"0","name":"Vision of Punishment","level":"","full_text":"<div><p><h5>Vision of Punishment<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/3 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You give the target a vision of what awaits it in the afterlife.<br \/>Since most evil creatures go to an evil plane where they take the form of a lowly and much-tortured petitioner (barring special arrangements with evil gods or fiends that grant them higher status in the afterlife), this is usually a gut-wrenching vision.<br \/>The target is nauseated; if it makes its saving throw, it is instead sickened (see page 301 of the Dungeon Master&#39;s Guide for definitions of these conditions.<br \/>Sacrifice Component: 1d2 points of Strength damage.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Willing creature touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"Will half; see text","spell_resistance":"Yes","description":"You cause the target to glow with the rosy light of the dawn.\nIn addition to acting as a daylight spell, the light is harmful to oozes and undead.\nWhen the spell is cast, and at the beginning of each of your\nturns thereafter, such creatures take 1d6 points of damage if within the bright light of the spell (out to 60 feet) or 1 point of damage per round if within the shadowy illumination of the spell (more than 60 feet, out to 120 feet).\nIf the subject is touched by such a creature using a touch attack, or if it hits the subject with a natural weapon or unarmed strike, it takes 1d6 points of damage + 1 point per caster level (maximum 1d6+15), with a Will saving throw for half damage.\nIf you cast this spell on yourself, you can suppress or restore this light as a free action once each round.\nThis spell was created by clerics of the church of Lathander, but they do not try to restrict its use to only those of their faith.","short_description":"You cause the target to glow with the rosy light of the dawn.","material_components":"0","name":"Dawn Shroud","level":"Cleric 5 \/ Druid 5","full_text":"<div><p><h5>Dawn Shroud<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Druid 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You cause the target to glow with the rosy light of the dawn.<br \/>In addition to acting as a daylight spell, the light is harmful to oozes and undead.<br \/>When the spell is cast, and at the beginning of each of your<br \/>turns thereafter, such creatures take 1d6 points of damage if within the bright light of the spell (out to 60 feet) or 1 point of damage per round if within the shadowy illumination of the spell (more than 60 feet, out to 120 feet).<br \/>If the subject is touched by such a creature using a touch attack, or if it hits the subject with a natural weapon or unarmed strike, it takes 1d6 points of damage + 1 point per caster level (maximum 1d6+15), with a Will saving throw for half damage.<br \/>If you cast this spell on yourself, you can suppress or restore this light as a free action once each round.<br \/>This spell was created by clerics of the church of Lathander, but they do not try to restrict its use to only those of their faith.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"This spell creates a disk of sunlike flames behind your head.\nThe flames give you resistance to cold 5.\nIn addition, if any creature strikes you with a natural attack, an unarmed strike, or a melee weapon that is not a reach weapon, it takes 1d6 points of fire damage +1 point per caster level (maximum +5) after dealing its normal damage to you.\nThis instantly discharges the spell.\nIf the attacker has spell resistance, it applies to this effect.\nCreatures wielding reach weapons, such as longspears, trigger this effect but are not subject to this damage if they attack you.\nYou can also use the spell to attack as if it were a touch spell (a successful hit discharges the spell).","short_description":"This spell creates a disk of sunlike flames behind your head.","material_components":"0","name":"Disk of Solar Vengeance","level":"","full_text":"<div><p><h5>Disk of Solar Vengeance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a disk of sunlike flames behind your head.<br \/>The flames give you resistance to cold 5.<br \/>In addition, if any creature strikes you with a natural attack, an unarmed strike, or a melee weapon that is not a reach weapon, it takes 1d6 points of fire damage +1 point per caster level (maximum +5) after dealing its normal damage to you.<br \/>This instantly discharges the spell.<br \/>If the attacker has spell resistance, it applies to this effect.<br \/>Creatures wielding reach weapons, such as longspears, trigger this effect but are not subject to this damage if they attack you.<br \/>You can also use the spell to attack as if it were a touch spell (a successful hit discharges the spell).<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level or until discharged; see text","saving_throw":"None","spell_resistance":"Yes","description":"You surround your hand or some other part of your body with light resembling moonlight.\nYou can change the intensity from a faint glow equivalent to a candle to a clear, bright light equivalent to a torch.\nIt varies in color as you desire, whether blue-white, soft green, white, or silver.\nYou can use this moonfire as a melee touch attack that deals 2d6 points of cold damage +1 point per caster level (maximum +5).\nWhether or not the attack hits, the spell effect is discharged.\nYou can cause the moonlight to leave your body and move about as a single light similar to dancing lights.\nOnce it leaves your body, the effect's duration is 1 minute per level, and the effect can no longer be used to attack.","short_description":"You surround your hand or some other part of your body with light resembling moonlight.","material_components":"0","name":"Eilistraee's Moonfire","level":"","full_text":"<div><p><h5>Eilistraee's Moonfire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level or until discharged; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You surround your hand or some other part of your body with light resembling moonlight.<br \/>You can change the intensity from a faint glow equivalent to a candle to a clear, bright light equivalent to a torch.<br \/>It varies in color as you desire, whether blue-white, soft green, white, or silver.<br \/>You can use this moonfire as a melee touch attack that deals 2d6 points of cold damage +1 point per caster level (maximum +5).<br \/>Whether or not the attack hits, the spell effect is discharged.<br \/>You can cause the moonlight to leave your body and move about as a single light similar to dancing lights.<br \/>Once it leaves your body, the effect&#39;s duration is 1 minute per level, and the effect can no longer be used to attack.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like fire shield, except half the damage from the spell is fire (or cold) and the remainder is divine energy, similar to a flame strike spell.\nIf you create a warm shield, the flames are a beautiful golden-red.\nIf you create a chill shield, the flames are a soothing blue-white.\nSacrifice Component: 1d3 points of Strength damage.","short_description":"This spell functions like fire shield, except half the damage from the spell is fire (or cold) and th...","material_components":"0","name":"Holy Fire Shield","level":"","full_text":"<div><p><h5>Holy Fire Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fire shield, except half the damage from the spell is fire (or cold) and the remainder is divine energy, similar to a flame strike spell.<br \/>If you create a warm shield, the flames are a beautiful golden-red.<br \/>If you create a chill shield, the flames are a soothing blue-white.<br \/>Sacrifice Component: 1d3 points of Strength damage.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"Instantaneous; see text","saving_throw":"None","spell_resistance":"Yes","description":"This spell originated in Sune's faith.\nYou determine at the time of casting what effect it takes.\nFleeting Kiss: The target feels the sensation of a brief, tender kiss on a visible part of her body or on her mouth if her body is completely covered.\nThis effect is often used as a signal.\nLove Bite: The target takes 1 point of damage.\nIn either case, if you are holding the charge on a touch spell of 2nd level or lower when you cast love bite, this spell also delivers the touch spell to the target as if you had touched it directly (normal saving throws and spell resistance for the touch spell applies, if applicable).\nYou must make a melee touch attack as normal with a +2 bonus.\nThis form of the spell always attacks from your direction and cannot flank targets as a creature can.\nUsing this spell to deliver a held charge is an exception to the normal rule that casting another spell while holding a charge dissipates the held spell.","short_description":"This spell originated in Sune's faith.","material_components":"0","name":"Love Bite","level":"","full_text":"<div><p><h5>Love Bite<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell originated in Sune&#39;s faith.<br \/>You determine at the time of casting what effect it takes.<br \/>Fleeting Kiss: The target feels the sensation of a brief, tender kiss on a visible part of her body or on her mouth if her body is completely covered.<br \/>This effect is often used as a signal.<br \/>Love Bite: The target takes 1 point of damage.<br \/>In either case, if you are holding the charge on a touch spell of 2nd level or lower when you cast love bite, this spell also delivers the touch spell to the target as if you had touched it directly (normal saving throws and spell resistance for the touch spell applies, if applicable).<br \/>You must make a melee touch attack as normal with a +2 bonus.<br \/>This form of the spell always attacks from your direction and cannot flank targets as a creature can.<br \/>Using this spell to deliver a held charge is an exception to the normal rule that casting another spell while holding a charge dissipates the held spell.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"See text","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You create one twinkling star per level (maximum ten stars).\nThese minute starbursts orbit your head like ioun stones.\nAs a swift action, you can launch one star at a target you designate within range.\nAlternatively, as a standard action, you can launch up to three stars at one or more targets within range.\nYou can only launch stars once per round.\nYou must make a ranged touch attack for each star.\nAgainst non-evil targets, each star deals 1d8 points of nonlethal damage; evil targets take 1d8 points of lethal damage instead.","short_description":"You create one twinkling star per level (maximum ten stars).","material_components":"0","name":"Stars of Arvandor","level":"Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Stars of Arvandor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Ranger 4 \/ Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create one twinkling star per level (maximum ten stars).<br \/>These minute starbursts orbit your head like ioun stones.<br \/>As a swift action, you can launch one star at a target you designate within range.<br \/>Alternatively, as a standard action, you can launch up to three stars at one or more targets within range.<br \/>You can only launch stars once per round.<br \/>You must make a ranged touch attack for each star.<br \/>Against non-evil targets, each star deals 1d8 points of nonlethal damage; evil targets take 1d8 points of lethal damage instead.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"See text","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create one twinkling star per three levels (maximum five stars).\nThese minute starbursts orbit your head like ioun stones.\nBeginning on the turn you cast the spell, you can launch one star as a swift action at a target you designate within range.\nYou must make a ranged touch attack for each star.\nEach time an evil creature is hit by a star, it must make a saving throw or lose a prepared spell or spell slot as if the creature had used it to cast a spell.\nThe level of the lost spell is 4th (or the highest spell level lower than 4th in which the caster has at least one remaining prepared spell or spell slot).\nIf the target prepares spells, determine the specific lost spell randomly.\nIf the creature has spellcasting ability from more than one class (such as a 4th-level cleric\/4th-level ranger), determine the affected spellcasting class randomly.\nThe stars have no effect on nonspellcasters.","short_description":"You create one twinkling star per three levels (maximum five stars).","material_components":"0","name":"Stars of Mystra","level":"Cleric 4","full_text":"<div><p><h5>Stars of Mystra<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create one twinkling star per three levels (maximum five stars).<br \/>These minute starbursts orbit your head like ioun stones.<br \/>Beginning on the turn you cast the spell, you can launch one star as a swift action at a target you designate within range.<br \/>You must make a ranged touch attack for each star.<br \/>Each time an evil creature is hit by a star, it must make a saving throw or lose a prepared spell or spell slot as if the creature had used it to cast a spell.<br \/>The level of the lost spell is 4th (or the highest spell level lower than 4th in which the caster has at least one remaining prepared spell or spell slot).<br \/>If the target prepares spells, determine the specific lost spell randomly.<br \/>If the creature has spellcasting ability from more than one class (such as a 4th-level cleric\/4th-level ranger), determine the affected spellcasting class randomly.<br \/>The stars have no effect on nonspellcasters.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"None","spell_resistance":"","description":"This spell functions like stars of Mystra, except as noted above and as follows.\nEach star deals 1d8 points of force damage and 1d8 points of cold damage to the target.","short_description":"This spell functions like stars of Mystra, except as noted above and as follows.","material_components":"0","name":"Stars of Sel\u00dbne","level":"Cleric 4","full_text":"<div><p><h5>Stars of Sel\u00dbne<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like stars of Mystra, except as noted above and as follows.<br \/>Each star deals 1d8 points of force damage and 1d8 points of cold damage to the target.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D) or until discharged","saving_throw":"","spell_resistance":"","description":"Your voice is amplified greatly.\nSubtract 10 from the DC of Listen checks made to hear you talking (even whispering).\nYou also gain a +2 competence bonus on Intimidate checks.\nWhile this spell is active, you can use a swift action to create a 15-foot-long cone-shaped burst of intense sound with a shout.\nEvery creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.\nDoing this discharges the spell.\nCreatures that cannot hear are not stunned but are still damaged.","short_description":"Your voice is amplified greatly.","material_components":"0","name":"Stormvoice","level":"","full_text":"<div><p><h5>Stormvoice<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D) or until discharged<br\/><\/td><\/tr><\/table><p>\t<p>Your voice is amplified greatly.<br \/>Subtract 10 from the DC of Listen checks made to hear you talking (even whispering).<br \/>You also gain a +2 competence bonus on Intimidate checks.<br \/>While this spell is active, you can use a swift action to create a 15-foot-long cone-shaped burst of intense sound with a shout.<br \/>Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.<br \/>Doing this discharges the spell.<br \/>Creatures that cannot hear are not stunned but are still damaged.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of electricity damage per caster level (maximum 5d6).\nA small rumble of thunder accompanies the bolt, which is as loud as a battle (Listen DC -10 to hear it).","short_description":"You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of elec...","material_components":"0","name":"Thunderstroke","level":"","full_text":"<div><p><h5>Thunderstroke<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of electricity damage per caster level (maximum 5d6).<br \/>A small rumble of thunder accompanies the bolt, which is as loud as a battle (Listen DC -10 to hear it).<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"","range":"See text","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like project image, except as noted above and as follows.\nYou can create an image of your entire body or just your face, and you can cause it to shed light as a candle at will.\nIt can only mimic your actions and speech (you cannot direct it to perform other actions).\nThe image can cast spells only from the schools of abjuration, divination, and conjuration (healing).\nSacrifice Component: 1d2 points of Strength damage.","short_description":"This spell functions like project image, except as noted above and as follows.","material_components":"0","name":"Benign Projection","level":"","full_text":"<div><p><h5>Benign Projection<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like project image, except as noted above and as follows.<br \/>You can create an image of your entire body or just your face, and you can cause it to shed light as a candle at will.<br \/>It can only mimic your actions and speech (you cannot direct it to perform other actions).<br \/>The image can cast spells only from the schools of abjuration, divination, and conjuration (healing).<br \/>Sacrifice Component: 1d2 points of Strength damage.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like invisibility except as noted above.","short_description":"This spell functions like invisibility except as noted above.","material_components":"0","name":"Invisibility, Swift","level":"Assassin 2 \/ Bard 2","full_text":"<div><p><h5>Invisibility, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invisibility except as noted above.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Wand touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"None","spell_resistance":"No","description":"This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining.\nAt the end of the spell's duration, the wand's original properties are restored, and any charges that were drained remain so.\nThe spell level of the wand determines how powerful a healing instrument the wand becomes:\nFor example, a 10th-level cleric can transform a wand of lightning bolt (3rd-level spell) into a wand of cure serious wounds for 10 minutes.","short_description":"This spell temporarily transforms a magic wand of any type into a healing wand with the same number o...","material_components":"0","name":"Convert Wand","level":"Cleric 5","full_text":"<div><p><h5>Convert Wand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining.<br \/>At the end of the spell&#39;s duration, the wand&#39;s original properties are restored, and any charges that were drained remain so.<br \/>The spell level of the wand determines how powerful a healing instrument the wand becomes:<br \/>For example, a 10th-level cleric can transform a wand of lightning bolt (3rd-level spell) into a wand of cure serious wounds for 10 minutes.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like convert wand (see page 53), except you always transform the wand into a wand of faith healing, no matter what spell the wand normally contains.","short_description":"This spell functions like convert wand (see page 53), except you always transform the wand into a wan...","material_components":"0","name":"Faith Healing Wand","level":"Cleric 3","full_text":"<div><p><h5>Faith Healing Wand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like convert wand (see page 53), except you always transform the wand into a wand of faith healing, no matter what spell the wand normally contains.<\/p><\/p>Reference: Champions of Valor<\/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 or until discharged","saving_throw":"Yes (harmless)","spell_resistance":"Yes (harmless)","description":"You imbue the subject with a bit of Tymora's luck, granting her a +5 luck bonus on a single skill check of her choice.\nActivating the luck bonus requires no action but must be declared before the skill check is rolled.","short_description":"You imbue the subject with a bit of Tymora's luck, granting her a +5 luck bonus on a single skill che...","material_components":"0","name":"Fleeting Fortune","level":"","full_text":"<div><p><h5>Fleeting Fortune<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You imbue the subject with a bit of Tymora&#39;s luck, granting her a +5 luck bonus on a single skill check of her choice.<br \/>Activating the luck bonus requires no action but must be declared before the skill check is rolled.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 turn\/level","saving_throw":"","spell_resistance":"","description":"Drawing upon the talents of some creatures of the insect world, you change your flesh to make it unpalatable to other creatures.\nAny creature that hits you with a bite attack becomes nauseated until the end of your next turn unless it succeeds on a Fortitude save.\nCreatures immune to poison are unaffected by this spell.","short_description":"Drawing upon the talents of some creatures of the insect world, you change your flesh to make it unpa...","material_components":"0","name":"Horrible Taste","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Horrible Taste<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 turn\/level<br\/><\/td><\/tr><\/table><p>\t<p>Drawing upon the talents of some creatures of the insect world, you change your flesh to make it unpalatable to other creatures.<br \/>Any creature that hits you with a bite attack becomes nauseated until the end of your next turn unless it succeeds on a Fortitude save.<br \/>Creatures immune to poison are unaffected by this spell.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Active portal touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.\nThis spell only works on a portal you are able to activate; for example, if you are an elf and the target portal doesn't work for elves, you can't use this spell on the portal.\nThe extradimensional space created by this spell is similar to that created by a rope trick spell but can only hold you and your gear (up to your maximum heavy load).\nWhen the spell ends, you exit the portal at either your point of entry or the portal's destination.\nWhile within this extradimensional space, you can see the origin and destination locations, though the images are blurry (much like viewing the Material Plane from the Ethereal Plane).\nDispel magic or gate seal traps you within the extradimensional space for as long as the portal is negated or sealed (as would surrounding both ends with a dead magic area).\nMordenkainen's disjunction or some other effect that destroys a portal outright forcibly ejects you from one random end of the portal and deals 5d6 points of damage to you.\nThis spell originated in Shaundakul's church and is hard to\nfind elsewhere.\nArcane Material Component: A silver wire tied in a knot.","short_description":"When you step into a portal affected by this spell, you can wait for a short time within an extradime...","material_components":"0","name":"Portal Well","level":"Bard 2 \/ Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Portal Well<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Cleric 2 \/ Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal&#39;s entrance and exit.<br \/>This spell only works on a portal you are able to activate; for example, if you are an elf and the target portal doesn&#39;t work for elves, you can&#39;t use this spell on the portal.<br \/>The extradimensional space created by this spell is similar to that created by a rope trick spell but can only hold you and your gear (up to your maximum heavy load).<br \/>When the spell ends, you exit the portal at either your point of entry or the portal&#39;s destination.<br \/>While within this extradimensional space, you can see the origin and destination locations, though the images are blurry (much like viewing the Material Plane from the Ethereal Plane).<br \/>Dispel magic or gate seal traps you within the extradimensional space for as long as the portal is negated or sealed (as would surrounding both ends with a dead magic area).<br \/>Mordenkainen&#39;s disjunction or some other effect that destroys a portal outright forcibly ejects you from one random end of the portal and deals 5d6 points of damage to you.<br \/>This spell originated in Shaundakul&#39;s church and is hard to<br \/>find elsewhere.<br \/>Arcane Material Component: A silver wire tied in a knot.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"Instantaneous","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you immediately prepare one spell of 4th level or lower in this spell's slot.\nThe spell must be a spell you could normally prepare in that slot (for example, you could not prepare a wizard spell or a domain spell).\nThe spell works like any spell prepared in the normal manner, including requiring the normal components.\nLike a bard spell, casting spellsong always requires a verbal component, and you cannot use Silent Spell or similar effects to cast the spell without a verbal component.","short_description":"When you cast this spell, you immediately prepare one spell of 4th level or lower in this spell's slo...","material_components":"0","name":"Spellsong","level":"","full_text":"<div><p><h5>Spellsong<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you immediately prepare one spell of 4th level or lower in this spell&#39;s slot.<br \/>The spell must be a spell you could normally prepare in that slot (for example, you could not prepare a wizard spell or a domain spell).<br \/>The spell works like any spell prepared in the normal manner, including requiring the normal components.<br \/>Like a bard spell, casting spellsong always requires a verbal component, and you cannot use Silent Spell or similar effects to cast the spell without a verbal component.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like spellsong, except you can use it only to prepare one spell of 1st level or lower in this spell's slot.","short_description":"This spell functions like spellsong, except you can use it only to prepare one spell of 1st level or ...","material_components":"0","name":"Spellsong, Lesser","level":"","full_text":"<div><p><h5>Spellsong, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like spellsong, except you can use it only to prepare one spell of 1st level or lower in this spell&#39;s slot.<\/p><\/p>Reference: Champions of Valor<\/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 spider or spiderlike creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"An affected creature moves and attacks at a drastically reduced rate, as the slow spell.\nIt can only take a single move action or standard action each turn, but not both (nor can it take fullround actions).\nAdditionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.\nA slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.\nIn addition, any attack by the creature that would normally include poison (such as a spider's bite) does not do so, but all other effects associated with that attack apply.\nFor example, if an aranea subject to spiderbind cast a touch spell and then bit a creature, the attack would deal normal bite damage and trigger the touch spell, but the bite would not inject poison.\nWhile you have this spell prepared, you get a +2 circumstance bonus on saving throws against poison.\nClerics of Eilistraee created this spell to help battle the many spiderlike creatures that serve Lolth.\nAraneas, bebiliths, chitines, choldriths, driders, ettercaps, myrlochars, phase spiders, retrievers, and yochlols are sufficiently spiderlike to be affected by this spell.\nFor a more complete list of creatures that qualify as spiderkind, see page 30 of Underdark.","short_description":"An affected creature moves and attacks at a drastically reduced rate, as the slow spell.","material_components":"0","name":"Spiderbind","level":"Cleric 3","full_text":"<div><p><h5>Spiderbind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>An affected creature moves and attacks at a drastically reduced rate, as the slow spell.<br \/>It can only take a single move action or standard action each turn, but not both (nor can it take fullround actions).<br \/>Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.<br \/>A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature&#39;s jumping distance as normal for decreased speed.<br \/>In addition, any attack by the creature that would normally include poison (such as a spider&#39;s bite) does not do so, but all other effects associated with that attack apply.<br \/>For example, if an aranea subject to spiderbind cast a touch spell and then bit a creature, the attack would deal normal bite damage and trigger the touch spell, but the bite would not inject poison.<br \/>While you have this spell prepared, you get a +2 circumstance bonus on saving throws against poison.<br \/>Clerics of Eilistraee created this spell to help battle the many spiderlike creatures that serve Lolth.<br \/>Araneas, bebiliths, chitines, choldriths, driders, ettercaps, myrlochars, phase spiders, retrievers, and yochlols are sufficiently spiderlike to be affected by this spell.<br \/>For a more complete list of creatures that qualify as spiderkind, see page 30 of Underdark.<\/p><\/p>Reference: Champions of Valor<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 feet +5 ft.\/2 levels)","target":"","effect":"","area":"One 10-ft. cube per level","duration":"Permanent","saving_throw":"None","spell_resistance":"No","description":"This spell modifies the functioning of all conjuration (teleportation) spells and spell-like abilities, including dimension door, greater teleport, refuge, teleport, teleportation circle, and word of recall, into, out of, and within its area.\nIf cast in an area adjoining or overlapping another teleport cage, the effects of both spells merge to create a single teleport cage.\nUndermountain, the greatest dungeon of Faer\u00fbn, is believed to have been enclosed within the largest teleport cage in existence in the Realms by means of this effect.\nWhen cast within a teleport cage, such translocation spells simply transport all affected creatures and objects to another random location within the teleport cage.\nFor example, if a wizard casts teleport within the confines of Undermountain, the encompassing teleport cage would cause him to appear at another random location within the great dungeon.\nWhen a caster outside the area encompassed by a teleport cage attempts to teleport into it, this spell redirects their destination to another random location reachable by the spell.\nFor example, if a 9th-level wizard in Waterdeep attempted to teleport into the depths of Undermountain, the teleport cage would cause him to appear at another random location within 900 miles of the place where he cast the spell.\nMaterial Component: Diamond dust worth 1,000 gp.","short_description":"This spell modifies the functioning of all conjuration (teleportation) spells and spell-like abilitie...","material_components":"0","name":"Halaster's Teleport Cage","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Halaster's Teleport Cage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 feet +5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell modifies the functioning of all conjuration (teleportation) spells and spell-like abilities, including dimension door, greater teleport, refuge, teleport, teleportation circle, and word of recall, into, out of, and within its area.<br \/>If cast in an area adjoining or overlapping another teleport cage, the effects of both spells merge to create a single teleport cage.<br \/>Undermountain, the greatest dungeon of Faer\u00fbn, is believed to have been enclosed within the largest teleport cage in existence in the Realms by means of this effect.<br \/>When cast within a teleport cage, such translocation spells simply transport all affected creatures and objects to another random location within the teleport cage.<br \/>For example, if a wizard casts teleport within the confines of Undermountain, the encompassing teleport cage would cause him to appear at another random location within the great dungeon.<br \/>When a caster outside the area encompassed by a teleport cage attempts to teleport into it, this spell redirects their destination to another random location reachable by the spell.<br \/>For example, if a 9th-level wizard in Waterdeep attempted to teleport into the depths of Undermountain, the teleport cage would cause him to appear at another random location within 900 miles of the place where he cast the spell.<br \/>Material Component: Diamond dust worth 1,000 gp.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"1 creature","effect":"","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You counterspell an opponent's spell or spell-like ability before it is even cast and without knowing what spell you are countering.\nIf the target prepares spells, you counterspell the highest level spell currently prepared, eliminating it from the target's list of prepared spells for that day.\nIf the target casts spells spontaneously (and does not prepare spells), you effectively reduce by one the number of spells per day of the highest level spell slot available.\nIf the target has spell-like abilities (and does not prepare spells or cast spells spontaneously), it loses one use of the highest-level spell-like ability available.\nOtherwise, this spell has no effect.\nYou must make a successful dispel check (as the spell dispel magic, but the maximum caster level on your dispel check is +25 instead of +10) to successfully counter or remove your opponent's prepared spell, spell slot, or use of a spell-like ability.\nFocus: A crystal lens worth at least 1,000 gp.","short_description":"You counterspell an opponent's spell or spell-like ability before it is even cast and without knowing...","material_components":"0","name":"Khelben's Dweomerdoom","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Khelben's Dweomerdoom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You counterspell an opponent&#39;s spell or spell-like ability before it is even cast and without knowing what spell you are countering.<br \/>If the target prepares spells, you counterspell the highest level spell currently prepared, eliminating it from the target&#39;s list of prepared spells for that day.<br \/>If the target casts spells spontaneously (and does not prepare spells), you effectively reduce by one the number of spells per day of the highest level spell slot available.<br \/>If the target has spell-like abilities (and does not prepare spells or cast spells spontaneously), it loses one use of the highest-level spell-like ability available.<br \/>Otherwise, this spell has no effect.<br \/>You must make a successful dispel check (as the spell dispel magic, but the maximum caster level on your dispel check is +25 instead of +10) to successfully counter or remove your opponent&#39;s prepared spell, spell slot, or use of a spell-like ability.<br \/>Focus: A crystal lens worth at least 1,000 gp.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S, AF","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One summoned creature","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"As summon monster I, except called creatures do not disappear at the end of the spell's duration. They do, however, become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster I, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch I","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Halaster's Fetch I<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned creature<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As summon monster I, except called creatures do not disappear at the end of the spell&#39;s duration. They do, however, become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep 153<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon monster II, except called creatures do not disappear at the end of the spell's duration.\nHowever, they become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster II, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch Ii","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Halaster's Fetch Ii<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As summon monster II, except called creatures do not disappear at the end of the spell&#39;s duration.<br \/>However, they become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon monster III, except called creatures do not disappear at the end of the spell's duration.\nHowever, they become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster III, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch Iii","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Halaster's Fetch Iii<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As summon monster <span class=caps>III<\/span>, except called creatures do not disappear at the end of the spell&#39;s duration.<br \/>However, they become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon monster IV, except called creatures do not disappear at the end of the spell's duration.\nHowever, they become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster IV, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch Iv","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Halaster's Fetch Iv<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As summon monster IV, except called creatures do not disappear at the end of the spell&#39;s duration.<br \/>However, they become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon monster V, except called creatures do not disappear at the end of the spell's duration.\nHowever, they become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster V, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch V","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Halaster's Fetch V<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As summon monster V, except called creatures do not disappear at the end of the spell&#39;s duration.<br \/>However, they become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As summon monster VI, except called creatures do not disappear at the end of the spell's duration.\nHowever, they become free-willed and outside the control of the caller after the spell expires.","short_description":"As summon monster VI, except called creatures do not disappear at the end of the spell's duration.","material_components":"0","name":"Halaster's Fetch Vi","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Halaster's Fetch Vi<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As summon monster VI, except called creatures do not disappear at the end of the spell&#39;s duration.<br \/>However, they become free-willed and outside the control of the caller after the spell expires.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"V","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"You and touched objects weighing up to 50","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"lb.\/level\nDuration: Instantaneous\nSaving Throw: None and Will negates (object)\nSpell Resistance: No and Yes (object)\nYou instantly swap locations with a projected image.\nYou always arrive exactly where your image previously stood, and you leave a projected image in your wake.\nTo anyone incapable of discerning that the projected image is an illusion, the image swap occurs without visible clue.\nTo anyone capable of discerning that the projected image is an illusion, the image swap is effectively identical to a dimension door.\nThis spell has no effect if you do not have a projected image in effect.\nUnlike normal teleport spells, use of Halaster's image swap does not count as breaking one's line of sight with a projected image.\nMaterial Component: A small replica of you (a doll).","short_description":"lb.","material_components":"0","name":"Halaster's Image Swap","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Halaster's Image Swap<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><\/table><p>\t<p>lb.\/level<br \/>Duration: Instantaneous<br \/>Saving Throw: None and Will negates (object)<br \/>Spell Resistance: No and Yes (object)<br \/>You instantly swap locations with a projected image.<br \/>You always arrive exactly where your image previously stood, and you leave a projected image in your wake.<br \/>To anyone incapable of discerning that the projected image is an illusion, the image swap occurs without visible clue.<br \/>To anyone capable of discerning that the projected image is an illusion, the image swap is effectively identical to a dimension door.<br \/>This spell has no effect if you do not have a projected image in effect.<br \/>Unlike normal teleport spells, use of Halaster&#39;s image swap does not count as breaking one&#39;s line of sight with a projected image.<br \/>Material Component: A small replica of you (a doll).<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Teleportation","components":"","casting_time":"","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"","saving_throw":"Will negates","spell_resistance":"Yes","description":"As teleport, except that you send the targeted creature (and only that creature) and carried objects to a designated destination.\nYou must have some clear idea of the location and layout of the destination.\nThe clearer your mental image, the more likely the teleportation works.\nAreas of strong physical or magical energy might make teleportation more hazardous or even impossible.\nIf the destination is very familiar, the target gets no saving throw bonus.\nIf the destination is studied carefully, the target gets a +2 saving throw bonus.\nLikewise, if the destination is seen casually, viewed once, or false destination, the target gets a +4, +6, or +8 bonus, respectively.","short_description":"As teleport, except that you send the targeted creature (and only that creature) and carried objects ...","material_components":"0","name":"Trobriand's Baleful Teleport","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Trobriand's Baleful Teleport<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Teleportation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>As teleport, except that you send the targeted creature (and only that creature) and carried objects to a designated destination.<br \/>You must have some clear idea of the location and layout of the destination.<br \/>The clearer your mental image, the more likely the teleportation works.<br \/>Areas of strong physical or magical energy might make teleportation more hazardous or even impossible.<br \/>If the destination is &quot;very familiar&quot;, the target gets no saving throw bonus.<br \/>If the destination is &quot;studied carefully&quot;, the target gets a +2 saving throw bonus.<br \/>Likewise, if the destination is &quot;seen casually&quot;, &quot;viewed once&quot;, or &quot;false destination&quot;, the target gets a +4, +6, or +8 bonus, respectively.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Whirling chain of force","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create a chain of force that whirls into a loop around a single creature of your choice, making a metallic rattling sound as it does so.\nThe chain creates an oscillating ring surrounding the target at a distance of 5 feet (so all squares adjacent to the target creature are within the chain).\nIf the creature succeeds on its saving throw, the chain fails to encircle it and dissipates harmlessly.\nOtherwise, the chain surrounds the target, with the following effects: The target creature cannot leave the area defined by the chain.\nOther creatures can enter or leave the area (although they must succeed on a DC 15 Escape Artist check or a DC 15 Tumble check to slip past the chain).\nIf the target was in midair (flying, levitating, and so on) when the chain took effect, the chain suspends the target in midair safely as if it had a solid floor on which to stand.\nThe chain prevents the target from changing form, including lycanthropic form changes, vampiric transformations, or polymorph or similar effects.\nThe chain acts as a dimensional anchor upon the target.\nThe chain deals 2d6 points of force damage per round to the target.\nNo magic functions within the chain, as if the chain defined the area of an antimagic field.\nThis means that the target cannot use any magic, and no magic from outside the chain affects the creature.\nThe chain cannot be dispelled, but it is automatically destroyed by disintegrate, Mordenkainen's disjunction, or a rod of cancellation.\nMaterial Component: A tiny silver chain.","short_description":"You create a chain of force that whirls into a loop around a single creature of your choice, making a...","material_components":"0","name":"Binding Chain of Fate","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Binding Chain of Fate<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Whirling chain of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a chain of force that whirls into a loop around a single creature of your choice, making a metallic rattling sound as it does so.<br \/>The chain creates an oscillating ring surrounding the target at a distance of 5 feet (so all squares adjacent to the target creature are within the chain).<br \/>If the creature succeeds on its saving throw, the chain fails to encircle it and dissipates harmlessly.<br \/>Otherwise, the chain surrounds the target, with the following effects: The target creature cannot leave the area defined by the chain.<br \/>Other creatures can enter or leave the area (although they must succeed on a DC 15 Escape Artist check or a DC 15 Tumble check to slip past the chain).<br \/>If the target was in midair (flying, levitating, and so on) when the chain took effect, the chain suspends the target in midair safely as if it had a solid floor on which to stand.<br \/>The chain prevents the target from changing form, including lycanthropic form changes, vampiric transformations, or polymorph or similar effects.<br \/>The chain acts as a dimensional anchor upon the target.<br \/>The chain deals 2d6 points of force damage per round to the target.<br \/>No magic functions within the chain, as if the chain defined the area of an antimagic field.<br \/>This means that the target cannot use any magic, and no magic from outside the chain affects the creature.<br \/>The chain cannot be dispelled, but it is automatically destroyed by disintegrate, Mordenkainen&#39;s disjunction, or a rod of cancellation.<br \/>Material Component: A tiny silver chain.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"10-ft.-radius burst and globe","duration":"2d4 rounds + 1 round\/level","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"This spell creates a burst of black force.\nThe force burst causes 1d6 points of force damage per caster level (maximum 20d6) and envelops the affected area in a sphere of force with a radius of 10 feet, trapping creatures within.\nA successful Reflex save reduces the damage by half and negates the entrapment effect.\nCreatures trapped inside cannot escape except by those methods that can bypass or destroy a wall of force.\nThis spell can be used in lieu of wall of force as part of creating a bead of force.\nMaterial Components: A small piece of charcoal and a small piece of onyx.","short_description":"This spell creates a burst of black force.","material_components":"0","name":"Halaster's Blacksphere","level":"Sorcerer 8 \/ Wizard 8","full_text":"<div><p><h5>Halaster's Blacksphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 8 \/ Wizard 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2d4 rounds + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a burst of black force.<br \/>The force burst causes 1d6 points of force damage per caster level (maximum 20d6) and envelops the affected area in a sphere of force with a radius of 10 feet, trapping creatures within.<br \/>A successful Reflex save reduces the damage by half and negates the entrapment effect.<br \/>Creatures trapped inside cannot escape except by those methods that can bypass or destroy a wall of force.<br \/>This spell can be used in lieu of wall of force as part of creating a bead of force.<br \/>Material Components: A small piece of charcoal and a small piece of onyx.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As Bigby's interposing hand, except the hand can also grapple the magic hand created by the following spells: Bigby's clenched fist, Bigby's crushing hand, Bigby's forceful hand, and Bigby's grasping hand.\nThe shaking hand gets one grapple attack per round.\nIts grapple bonus against another magic hand is your level + your Intelligence or Charisma modifier (for wizards or sorcerers, respectively), +9 for the hand's Strength score (29), +4 for being Large.\nOnce grappled, a magic hand can only escape the shaking hand by making an opposed grapple check, unless the duration of the grappled hand exceeds the duration of the shaking hand.\nIn cases where no Strength score is given, assume the magic hand has a Strength score of 17 + twice the level of the spell.\nOnce a grapple is broken, nothing prevents your shaking hand from attempting another grapple attack.\nFor example, a wizard uses Halaster's shaking hand to grapple a sorcerer's Bigby's forceful hand, rolls a 10 on a d20, adds +4 for his own Intelligence score (18), adds +9 for the hand's Strength score (29), and adds +4 for the hand's size (Large), for a total of 27.\nThe sorcerer seeks to break the handshake; he rolls a 14 on a d20, adds +4 for his own Charisma score (18), adds +8 for the hand's Strength score (27), and adds +4 for the hand's size (Large) for a total of 30.\nThe handshake (grapple) lasts for at least 1 more round.\nIf, however, the sorcerer had rolled a 15 or higher, the handshake would have been broken, at least until the shaking hand successfully grappled the forceful hand again.","short_description":"As Bigby's interposing hand, except the hand can also grapple the magic hand created by the following...","material_components":"0","name":"Halaster's Shaking Hand","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Halaster's Shaking Hand<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As Bigby&#39;s interposing hand, except the hand can also grapple the magic hand created by the following spells: Bigby&#39;s clenched fist, Bigby&#39;s crushing hand, Bigby&#39;s forceful hand, and Bigby&#39;s grasping hand.<br \/>The shaking hand gets one grapple attack per round.<br \/>Its grapple bonus against another magic hand is your level + your Intelligence or Charisma modifier (for wizards or sorcerers, respectively), +9 for the hand&#39;s Strength score (29), +4 for being Large.<br \/>Once grappled, a magic hand can only escape the shaking hand by making an opposed grapple check, unless the duration of the grappled hand exceeds the duration of the shaking hand.<br \/>In cases where no Strength score is given, assume the magic hand has a Strength score of 17 + twice the level of the spell.<br \/>Once a grapple is broken, nothing prevents your shaking hand from attempting another grapple attack.<br \/>For example, a wizard uses Halaster&#39;s shaking hand to grapple a sorcerer&#39;s Bigby&#39;s forceful hand, rolls a 10 on a d20, adds +4 for his own Intelligence score (18), adds +9 for the hand&#39;s Strength score (29), and adds +4 for the hand&#39;s size (Large), for a total of 27.<br \/>The sorcerer seeks to break the handshake; he rolls a 14 on a d20, adds +4 for his own Charisma score (18), adds +8 for the hand&#39;s Strength score (27), and adds +4 for the hand&#39;s size (Large) for a total of 30.<br \/>The &quot;handshake&quot; (grapple) lasts for at least 1 more round.<br \/>If, however, the sorcerer had rolled a 15 or higher, the handshake would have been broken, at least until the shaking hand successfully grappled the forceful hand again.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.-radius pillar of flame, up to 30 ft. tall","duration":"2 rounds","saving_throw":"Reflex half; see text","spell_resistance":"Yes","description":"You create a vertical pillar of roaring flame.\nCreatures caught in the fire take 1d6 points of fire damage per caster level, up to a maximum of 15d6.\nOn your next turn (the second round of the spell) the pillar vanishes and reappears up to 60 feet away from its original location.\nIf you maintain concentration on the spell on its second round (a standard action), you can choose the spot where the pillar reappears.\nOtherwise, the pillar moves 1d6x10 feet in a random direction.\nCreatures caught in the pillar on the second round take 1d6 points of fire damage per 2 caster levels (Reflex half).\nThe pillar then dies away in a swirl of sparks.","short_description":"You create a vertical pillar of roaring flame.","material_components":"0","name":"Jumpgout","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Jumpgout<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>2 rounds<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a vertical pillar of roaring flame.<br \/>Creatures caught in the fire take 1d6 points of fire damage per caster level, up to a maximum of 15d6.<br \/>On your next turn (the second round of the spell) the pillar vanishes and reappears up to 60 feet away from its original location.<br \/>If you maintain concentration on the spell on its second round (a standard action), you can choose the spot where the pillar reappears.<br \/>Otherwise, the pillar moves 1d6&#215;10 feet in a random direction.<br \/>Creatures caught in the pillar on the second round take 1d6 points of fire damage per 2 caster levels (Reflex half).<br \/>The pillar then dies away in a swirl of sparks.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"This spell brings into being a shimmering, silver lancelike column of force, equivalent to a Large lance.\nThe lance flies toward a single creature you pantomime throwing it at when you cast the spell.\nIts attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus and a +2 bonus for charging.\nIt deals 4d6+3 points of force damage, with a threat range of 20 and a critical multiplier of x3.\nIn addition, the creature struck must succeed on a Fortitude save or be knocked prone by the impact.\nFocus: A miniature platinum lance engraved with arcane runes that costs 250 gp to construct.","short_description":"This spell brings into being a shimmering, silver lancelike column of force, equivalent to a Large la...","material_components":"0","name":"Laeral's Silver Lance","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Laeral's Silver Lance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell brings into being a shimmering, silver lancelike column of force, equivalent to a Large lance.<br \/>The lance flies toward a single creature you pantomime throwing it at when you cast the spell.<br \/>Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus and a +2 bonus for charging.<br \/>It deals 4d6+3 points of force damage, with a threat range of 20 and a critical multiplier of x3.<br \/>In addition, the creature struck must succeed on a Fortitude save or be knocked prone by the impact.<br \/>Focus: A miniature platinum lance engraved with arcane runes that costs 250 gp to construct.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"","target":"","effect":"","area":"10-ft. cone","duration":"One hour or until discharged","saving_throw":"Reflex half","spell_resistance":"Yes","description":"This spell allows you to spit a gout of flame in a 10-foot cone, dealing 1d6 points of fire damage per caster level (maximum 5d6).\nPalarandusk's fire breath is considered a breath weapon.\nIf you expend the spell on the round you cast it, you only use one standard action to cast and breathe.\nIf you save the spell for later, you must use a standard action to breathe fire.\nIf unused, the gout of flame dissipates after 1 hour.\nOne nasty side effect of this spell is terrible heartburn.","short_description":"This spell allows you to spit a gout of flame in a 10-foot cone, dealing 1d6 points of fire damage pe...","material_components":"0","name":"Palarandusk's Fire Breath","level":"Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Palarandusk's Fire Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>One hour or until discharged<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to spit a gout of flame in a 10-foot cone, dealing 1d6 points of fire damage per caster level (maximum 5d6).<br \/>Palarandusk&#39;s fire breath is considered a breath weapon.<br \/>If you expend the spell on the round you cast it, you only use one standard action to cast and breathe.<br \/>If you save the spell for later, you must use a standard action to breathe fire.<br \/>If unused, the gout of flame dissipates after 1 hour.<br \/>One nasty side effect of this spell is terrible heartburn.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"5-ft.-radius cylinder, 25 ft. tall","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You create a brief maelstrom of flying darts of force that spin, slice, and rebound within the area.\nEach creature within the area is targeted by 1d3+1 melee attacks from these darts (check for each creature separately).\nThe darts strike with an attack bonus equal to your caster level + your Intelligence or Charisma bonus (for wizards or sorcerers, respectively), dealing 2d6 points of damage per hit.\nThe name is a misnomer, for the spell creates neither steel nor a true sting.","short_description":"You create a brief maelstrom of flying darts of force that spin, slice, and rebound within the area.","material_components":"0","name":"Steelsting","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Steelsting<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a brief maelstrom of flying darts of force that spin, slice, and rebound within the area.<br \/>Each creature within the area is targeted by 1d3+1 melee attacks from these darts (check for each creature separately).<br \/>The darts strike with an attack bonus equal to your caster level + your Intelligence or Charisma bonus (for wizards or sorcerers, respectively), dealing 2d6 points of damage per hit.<br \/>The name is a misnomer, for the spell creates neither steel nor a true sting.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, M","casting_time":"1 full round","range":"Touch","target":"Living, corporeal creature touched","effect":"","area":"","duration":"1 round\/level (D); see text","saving_throw":"Will negates","spell_resistance":"Yes","description":"Crackling black radiance surrounds your left hand.\nWhile the spell lasts, you can make touch attacks to steal the lifeforce of another creature in a manner that heals and renews you, diluting diseases and poisons, and prolonging your life span.\nWith a successful melee touch attack, you drain 1d4 points of Intelligence from the victim touched.\nThis is permanent ability drain.\nFor every point of Intelligence drained, you heal 5 points of damage.\nHealing in excess of your normal maximum is retained as temporary hit points that fade after 1 hour.\nIn addition, you receive an immediate Fortitude save against any diseases or poisons currently ravaging your body when you drain a foe's Intelligence, as long as the disease or poison in question allowed a Fortitude save in\nthe first place.\nThe DC for this saving throw is the same as the DC of the original effect that poisoned or infected you, and there is no penalty if you fail this new saving throw.\nIf a victim is reduced to 0 Intelligence as a result of this spell, it dies.\nA victim slain in this manner is forever dead and cannot be brought back by raise dead, resurrection, or similar magic unless used in conjunction with a miracle or wish.\nWhen you slay a victim in this manner, you do not age for a number of days equal to the number of points of Intelligence drained.\nIf the victim was a spellcaster, the gain in lifespan is increased by the sum of the spell levels prepared by or available to the victim at the time of death.\nIf the victim was a psion, the gain in lifespan is increased by a number of days equal to the victim's power point reserve.\nEnsul's soultheft lasts for 1 round per level, during which time you can attempt touch attacks as often as once per round.\nSome users of this spell arrange for the victim to be restrained or otherwise helpless, so that they can be easily drained for multiple rounds.\nMaterial Component: A drop of blood taken from a vampire.","short_description":"Crackling black radiance surrounds your left hand.","material_components":"0","name":"Ensul's Soultheft","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Ensul's Soultheft<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 full round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Crackling black radiance surrounds your left hand.<br \/>While the spell lasts, you can make touch attacks to steal the lifeforce of another creature in a manner that heals and renews you, diluting diseases and poisons, and prolonging your life span.<br \/>With a successful melee touch attack, you drain 1d4 points of Intelligence from the victim touched.<br \/>This is permanent ability drain.<br \/>For every point of Intelligence drained, you heal 5 points of damage.<br \/>Healing in excess of your normal maximum is retained as temporary hit points that fade after 1 hour.<br \/>In addition, you receive an immediate Fortitude save against any diseases or poisons currently ravaging your body when you drain a foe&#39;s Intelligence, as long as the disease or poison in question allowed a Fortitude save in<br \/>the first place.<br \/>The DC for this saving throw is the same as the DC of the original effect that poisoned or infected you, and there is no penalty if you fail this new saving throw.<br \/>If a victim is reduced to 0 Intelligence as a result of this spell, it dies.<br \/>A victim slain in this manner is forever dead and cannot be brought back by raise dead, resurrection, or similar magic unless used in conjunction with a miracle or wish.<br \/>When you slay a victim in this manner, you do not age for a number of days equal to the number of points of Intelligence drained.<br \/>If the victim was a spellcaster, the gain in lifespan is increased by the sum of the spell levels prepared by or available to the victim at the time of death.<br \/>If the victim was a psion, the gain in lifespan is increased by a number of days equal to the victim&#39;s power point reserve.<br \/>Ensul&#39;s soultheft lasts for 1 round per level, during which time you can attempt touch attacks as often as once per round.<br \/>Some users of this spell arrange for the victim to be restrained or otherwise helpless, so that they can be easily drained for multiple rounds.<br \/>Material Component: A drop of blood taken from a vampire.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V, S, AF, XP","casting_time":"1 standard action","range":"Touch","target":"One spellcaster","effect":"","area":"","duration":"1 year and 1 day","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You place a curse on the subject.\nMystra's symbol appears drawn in silver on each palm (or on the chest and forehead of beings lacking palms) as a glowing brand equal that sheds light as a candle.\nA creature that can cast arcane spells, such as a sorcerer or wizard, takes a -4 penalty on its saving throw.\nAny time the target casts a spell, he gains a number of negative levels equal to the level of the spell being cast.\n(The spell he just cast functions normally at the caster level he possessed before he received the negative levels for casting that spell).\nThis effect is cumulative and lasts as long as the crowning touch lasts.\nThere is no saving throw to avoid gaining the negative levels, but 24 hours after gaining each negative level, the subject must make a Fortitude saving throw (DC = crowning touch's spell save) for each negative level.\nIf the save succeeds, that negative level is removed.\nWith each spell use, streaks of silver appear in the hair of the target, until the transgressor's hair is all silver (which happens when the character's level reaches 1st).\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a wish spell or a successful break enchantment spell (caster level check DC 15 + caster level of the crowning touch).\nAfter the curse is lifted, all the effects (except permanent level loss) go away.\nThis spell was developed for use only against beings who misuse the sort of magic Mystra has dominion over.\nThe Lady of Mysteries does not look kindly on mages who hurl deadly magic at every spellcaster who insults them.\nMystra has been known to shorten the effects on the truly repentant and the undeserving, if they pray to her for forgiveness and obtain an atonement spell.\nFocus: A prism worth at least 1,000 gp.\nXP Cost: 1,000 XP (reduced to 500 XP if cast by a character with Mystra's special blessing, such as one of the Chosen of Mystra or the Magister).","short_description":"You place a curse on the subject.","material_components":"0","name":"Laeral's Crowning Touch","level":"Cleric 9 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Laeral's Crowning Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF, XP<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 year and 1 day<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You place a curse on the subject.<br \/>Mystra&#39;s symbol appears drawn in silver on each palm (or on the chest and forehead of beings lacking palms) as a glowing brand equal that sheds light as a candle.<br \/>A creature that can cast arcane spells, such as a sorcerer or wizard, takes a -4 penalty on its saving throw.<br \/>Any time the target casts a spell, he gains a number of negative levels equal to the level of the spell being cast.<br \/>(The spell he just cast functions normally at the caster level he possessed before he received the negative levels for casting that spell).<br \/>This effect is cumulative and lasts as long as the crowning touch lasts.<br \/>There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining each negative level, the subject must make a Fortitude saving throw (DC = crowning touch&#39;s spell save) for each negative level.<br \/>If the save succeeds, that negative level is removed.<br \/>With each spell use, streaks of silver appear in the hair of the target, until the transgressor&#39;s hair is all silver (which happens when the character&#39;s level reaches 1st).<br \/>The curse bestowed by this spell cannot be dispelled, but it can be removed with a wish spell or a successful break enchantment spell (caster level check DC 15 + caster level of the crowning touch).<br \/>After the curse is lifted, all the effects (except permanent level loss) go away.<br \/>This spell was developed for use only against beings who misuse the sort of magic Mystra has dominion over.<br \/>The Lady of Mysteries does not look kindly on mages who hurl deadly magic at every spellcaster who insults them.<br \/>Mystra has been known to shorten the effects on the truly repentant and the undeserving, if they pray to her for forgiveness and obtain an atonement spell.<br \/>Focus: A prism worth at least 1,000 gp.<br \/>XP Cost: 1,000 XP (reduced to 500 XP if cast by a character with Mystra&#39;s special blessing, such as one of the Chosen of Mystra or the Magister).<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As fly, except Halaster's light step provides a maximum speed of 30 feet (20 feet if the subject wears medium or heavy armor).\nAdditionally, the subject cannot ascend or descend vertically unless hovering 1 foot or less above terrain that ascends or descends at an angle of less than 45 degrees.\nThe practical impact of this spell is to allow the recipient to walk along reasonably level terrain without leaving tracks and to stride across chasms at will.\nIt also adds a +15 circumstance bonus on Climb checks, a +10 circumstance bonus on Move Silently checks (which does not stack with the bonus provided by boots of elvenkind), and negates any chance of falling.\nWhen this spell is used in combination with levitate, the combined effect is equivalent to a slow-speed fly spell.\nIt provides no additional benefit if used in combination with fly.","short_description":"As fly, except Halaster's light step provides a maximum speed of 30 feet (20 feet if the subject wear...","material_components":"0","name":"Halaster's Light Step","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Halaster's Light Step<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As fly, except Halaster&#39;s light step provides a maximum speed of 30 feet (20 feet if the subject wears medium or heavy armor).<br \/>Additionally, the subject cannot ascend or descend vertically unless hovering 1 foot or less above terrain that ascends or descends at an angle of less than 45 degrees.<br \/>The practical impact of this spell is to allow the recipient to walk along reasonably level terrain without leaving tracks and to stride across chasms at will.<br \/>It also adds a +15 circumstance bonus on Climb checks, a +10 circumstance bonus on Move Silently checks (which does not stack with the bonus provided by boots of elvenkind), and negates any chance of falling.<br \/>When this spell is used in combination with levitate, the combined effect is equivalent to a slow-speed fly spell.<br \/>It provides no additional benefit if used in combination with fly.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As transmute rock to mud, except it transforms ice to cold water (about 40\u00b0 F).\nThe water remains until a successful dispel magic spell or spell with the cold descriptor restores its substance--but not necessarily its form.\nThe water will freeze again naturally depending on local weather conditions and the depth of the water, normally over the course of several hours or days.\nThis spell was created by Sylun\u00e9 in her guise as Jhanifer.","short_description":"As transmute rock to mud, except it transforms ice to cold water (about 40\u00b0 F).","material_components":"0","name":"Jhanifer's Deliquescence","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Jhanifer's Deliquescence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><\/table><p>\t<p>As transmute rock to mud, except it transforms ice to cold water (about 40\u00b0 F).<br \/>The water remains until a successful dispel magic spell or spell with the cold descriptor restores its substance&#8212;but not necessarily its form.<br \/>The water will freeze again naturally depending on local weather conditions and the depth of the water, normally over the course of several hours or days.<br \/>This spell was created by Sylun\u00e9 in her guise as Jhanifer.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/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 nonmagical object up to 1 cu. ft. per level","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell reduces the hardness and hit points of the targeted object to that of glass (hardness 1 and 1 hit point\/inch of thickness).\nIf the object already has a lower hardness score, the spell has no effect.\n(As always, if the object is attended, its owner receives a saving throw; unattended nonmagical objects do not receive saving throws).\nMaterial Component: A glass needle worth 100 gp.","short_description":"This spell reduces the hardness and hit points of the targeted object to that of glass (hardness 1 an...","material_components":"0","name":"Trobriand's Crystalbrittle","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Trobriand's Crystalbrittle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell reduces the hardness and hit points of the targeted object to that of glass (hardness 1 and 1 hit point\/inch of thickness).<br \/>If the object already has a lower hardness score, the spell has no effect.<br \/>(As always, if the object is attended, its owner receives a saving throw; unattended nonmagical objects do not receive saving throws).<br \/>Material Component: A glass needle worth 100 gp.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/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 nonmagical stone or metal object up to 1 cu. ft. per level","effect":"","area":"","duration":"Permanent","saving_throw":"Fortitude negates","spell_resistance":"Yes","description":"This spell gives the target object the transparency of glass.\nMaterial Component: Glass sliver.","short_description":"This spell gives the target object the transparency of glass.","material_components":"0","name":"Trobriand's Glassee","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Trobriand's Glassee<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives the target object the transparency of glass.<br \/>Material Component: Glass sliver.<\/p><\/p>Reference: City of Splendors: Waterdeep<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"A full-sized carriage and phantom horses","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"With a faint shimmering and a rushing breeze, an ornate carriage appears on the street, pulled by four snorting, faintly translucent horses.\nYou conjure up a carriage capable of seating four passengers comfortably or six in cramped conditions, as well as the horses needed to pull it.\nThese horses are similar to those created by the phantom steed spell, though they do not gain any of the special, level-based abilities conferred by that spell.\nThey respond to your thoughts alone, and they can pull the carriage at a speed of up to 50 feet.\nThe carriage resists flames as if it were stone.\nIt is impervious to normal missiles (but not the sort cast by siege engines or giants).\nThe interior contains lush, cushioned seats.\nThe side windows can be opened to allow for missile fire or spellcasting.\nIf the windows are open, everyone inside is considered to have cover.\nbut they are not impervious to missiles as they would otherwise be.\nMaterial Component: A few splinters of gold-painted oak, several strands of horse hair, and a strip of leather.","short_description":"With a faint shimmering and a rushing breeze, an ornate carriage appears on the street, pulled by fou...","material_components":"0","name":"Leomund's Spacious Carriage","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Leomund's Spacious Carriage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>A full-sized carriage and phantom horses<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a faint shimmering and a rushing breeze, an ornate carriage appears on the street, pulled by four snorting, faintly translucent horses.<br \/>You conjure up a carriage capable of seating four passengers comfortably or six in cramped conditions, as well as the horses needed to pull it.<br \/>These &quot;horses&quot; are similar to those created by the phantom steed spell, though they do not gain any of the special, level-based abilities conferred by that spell.<br \/>They respond to your thoughts alone, and they can pull the carriage at a speed of up to 50 feet.<br \/>The carriage resists flames as if it were stone.<br \/>It is impervious to normal missiles (but not the sort cast by siege engines or giants).<br \/>The interior contains lush, cushioned seats.<br \/>The side windows can be opened to allow for missile fire or spellcasting.<br \/>If the windows are open, everyone inside is considered to have cover.<br \/>but they are not impervious to missiles as they would otherwise be.<br \/>Material Component: A few splinters of gold-painted oak, several strands of horse hair, and a strip of leather.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"One pest swarm","area":"","duration":"1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"With a cacophony of shrieks and squeals, a horde of flying, running, and crawling pests appears from the shadows and swarms across your foes.\nSummon pest swarm creates a horde of small mammals, birds, and vermin that appear throughout the target area, tear into any creature present, then move in a crawling mass at your volition.\nThe pest swarm (see page 136) stays in one place unless you actively direct it (a move action for you).\nIf the pest swarm moves beyond the spell's range, it disappears.\nIt takes actions at the beginning of your turn.\nThe pest swarm attacks any creature other than you that occupies all or part of its space.\nArcane Material Component: A handful of teeth, claws, and mandibles from urban pests (such as crows, rats, cats, and cockroaches).","short_description":"With a cacophony of shrieks and squeals, a horde of flying, running, and crawling pests appears from ...","material_components":"0","name":"Summon Pest Swarm","level":"Cleric 4 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Summon Pest Swarm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Druid 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One pest swarm<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With a cacophony of shrieks and squeals, a horde of flying, running, and crawling pests appears from the shadows and swarms across your foes.<br \/>Summon pest swarm creates a horde of small mammals, birds, and vermin that appear throughout the target area, tear into any creature present, then move in a crawling mass at your volition.<br \/>The pest swarm (see page 136) stays in one place unless you actively direct it (a move action for you).<br \/>If the pest swarm moves beyond the spell&#39;s range, it disappears.<br \/>It takes actions at the beginning of your turn.<br \/>The pest swarm attacks any creature other than you that occupies all or part of its space.<br \/>Arcane Material Component: A handful of teeth, claws, and mandibles from urban pests (such as crows, rats, cats, and cockroaches).<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Cone-shaped emanation","duration":"Concentration, up to 10 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"With your final utterance, tiny bits of the world around you begin to glow.\nThe points of light grow in brightness and size, finally taking the general dimensions of swords, axes, and other implements of death.\nYou can detect the presence of weapons in a cone emanating out from you in whatever direction you face.\nA weapon is generally defined as any manufactured weapon.\nThe spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon.\nThe amount of information revealed by this spell depends on how long you search a particular area.\n1st Round: Presence or absence of weapons.\n2nd Round: Number of weapons in the area.\n3rd Round: Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing).\nThis spell does not reveal if weapons are magical, or anything else about them.\nWeapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register.\nEach round, you can turn to detect weapons in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet or wood or dirt blocks it.","short_description":"With your final utterance, tiny bits of the world around you begin to glow.","material_components":"0","name":"Detect Weaponry","level":"Bard 1 \/ Cleric 1 \/ Ebonmar Infiltrator 1 \/ Hexblade 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Detect Weaponry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Cleric 1 \/ Ebonmar Infiltrator 1 \/ Hexblade 1 \/ Paladin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>With your final utterance, tiny bits of the world around you begin to glow.<br \/>The points of light grow in brightness and size, finally taking the general dimensions of swords, axes, and other implements of death.<br \/>You can detect the presence of weapons in a cone emanating out from you in whatever direction you face.<br \/>A &quot;weapon&quot; is generally defined as any manufactured weapon.<br \/>The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon.<br \/>The amount of information revealed by this spell depends on how long you search a particular area.<br \/>1st Round: Presence or absence of weapons.<br \/>2nd Round: Number of weapons in the area.<br \/>3rd Round: Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing).<br \/>This spell does not reveal if weapons are magical, or anything else about them.<br \/>Weapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register.<br \/>Each round, you can turn to detect weapons in a new area.<br \/>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet or wood or dirt blocks it.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"At your touch, the weapon seems to disappear from view.\nYou enable someone to hide a weapon on his person.\nThe weapon does not become truly invisible so much as easily overlooked.\nSecret weapon adds +20 to the Sleight of Hand check to conceal a light weapon, and +10 to the check to conceal a larger weapon (even one normally too large to conceal).\nA weapon is defined as any manufactured weapon.\nWith the aid of this spell, you can attempt to hide a weapon even if you do not possess the Sleight of Hand skill.\nAdditionally, you can hide the presence of a weapon from detection spells, although true seeing penetrates the glamer.\nMaterial Component: A thin black cloth.","short_description":"At your touch, the weapon seems to disappear from view.","material_components":"0","name":"Secret Weapon","level":"Assassin 1 \/ Bard 1 \/ Blackguard 1 \/ Ebonmar Infiltrator 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Secret Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Bard 1 \/ Blackguard 1 \/ Ebonmar Infiltrator 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>At your touch, the weapon seems to disappear from view.<br \/>You enable someone to hide a weapon on his person.<br \/>The weapon does not become truly invisible so much as easily overlooked.<br \/>Secret weapon adds +20 to the Sleight of Hand check to conceal a light weapon, and +10 to the check to conceal a larger weapon (even one normally too large to conceal).<br \/>A &quot;weapon&quot; is defined as any manufactured weapon.<br \/>With the aid of this spell, you can attempt to hide a weapon even if you do not possess the Sleight of Hand skill.<br \/>Additionally, you can hide the presence of a weapon from detection spells, although true seeing penetrates the glamer.<br \/>Material Component: A thin black cloth.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"The weapon glows with a faint aura.\nFor just a moment, your companion shimmers to match, before the light fades.\nThis spell functions as peacebond (see the facing page), except that you can choose a single individual who can draw the weapon freely.\nThis individual might be yourself, or anyone else present at the time of casting.\nOnce this individual draws the weapon, the false peacebond\neffect ends; resheathing the weapon does not reactivate the spell.","short_description":"The weapon glows with a faint aura.","material_components":"0","name":"False Peacebond","level":"Assassin 1 \/ Blackguard 1 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>False Peacebond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Blackguard 1 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>The weapon glows with a faint aura.<br \/>For just a moment, your companion shimmers to match, before the light fades.<br \/>This spell functions as peacebond (see the facing page), except that you can choose a single individual who can draw the weapon freely.<br \/>This individual might be yourself, or anyone else present at the time of casting.<br \/>Once this individual draws the weapon, the false peacebond<br \/>effect ends; resheathing the weapon does not reactivate the spell.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft.+ 10 ft.\/level)","target":"","effect":"","area":"Brick, stone, or earthen surface in a 40-ft.-radius spread","duration":"1 min.\/level (D)","saving_throw":"Reflex partial; see text","spell_resistance":"No","description":"At your command, the cobblestones of the street shudder and crack, sending your foes staggering about.\nStones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous and potentially tripping anyone in the area.\nAny creature who fails its Reflex save is knocked prone.\nThose who remain standing can move at only half normal speed.\nEach round on your turn, standing creatures must make either a new Reflex save or a Balance check (their choice) to remain upright.\nBecause the stones continuously shift, any attempt at spellcasting requires a Concentration check (DC 15 + spell level), and any attacks made from within the area take a -2\npenalty; this does not stack with the penalty for attacking while prone if the attacker failed his save.","short_description":"At your command, the cobblestones of the street shudder and crack, sending your foes staggering about...","material_components":"0","name":"Impeding Stones","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Impeding Stones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft.+ 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>At your command, the cobblestones of the street shudder and crack, sending your foes staggering about.<br \/>Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous and potentially tripping anyone in the area.<br \/>Any creature who fails its Reflex save is knocked prone.<br \/>Those who remain standing can move at only half normal speed.<br \/>Each round on your turn, standing creatures must make either a new Reflex save or a Balance check (their choice) to remain upright.<br \/>Because the stones continuously shift, any attempt at spellcasting requires a Concentration check (DC 15 + spell level), and any attacks made from within the area take a -2<br \/>penalty; this does not stack with the penalty for attacking while prone if the attacker failed his save.<\/p><\/p>Reference: CityScape<\/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 weapon","effect":"","area":"","duration":"10 min.\/level (D)","saving_throw":"Will negates (object)","spell_resistance":"Yes (object)","description":"The weapon glows faintly, and seems to settle more firmly into its sheathe.\nThe weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use.\nA weapon is defined as any manufactured weapon.\nNo amount of physical effort can draw it forth before the spell expires or is dispelled.\nThe precise nature of the holder doesn't matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck.\nThe weapon glows faintly for the duration of the spell.\nThis spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder.\nIf the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon.\nThe bearer can repeat this save in every round that the assault continues.\nMaterial Component: A small strip of cloth or a leather thong.","short_description":"The weapon glows faintly, and seems to settle more firmly into its sheathe.","material_components":"0","name":"Peacebond","level":"Cleric 1 \/ Paladin 1 \/ Hexblade 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Peacebond<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1 \/ Hexblade 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>The weapon glows faintly, and seems to settle more firmly into its sheathe.<br \/>The weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use.<br \/>A &quot;weapon&quot; is defined as any manufactured weapon.<br \/>No amount of physical effort can draw it forth before the spell expires or is dispelled.<br \/>The precise nature of the holder doesn&#39;t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck.<br \/>The weapon glows faintly for the duration of the spell.<br \/>This spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder.<br \/>If the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon.<br \/>The bearer can repeat this save in every round that the assault continues.<br \/>Material Component: A small strip of cloth or a leather thong.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, AF","casting_time":"1 minute","range":"","target":"","effect":"","area":"10-ft.\/level emanation","duration":"","saving_throw":"","spell_resistance":"","description":"The entire chamber glows with a faint, comforting light.\nThis spell works as peacebond, except that every individual in the area must successfully save, or have all their weapons remain trapped in their sheaths for the duration, or until they leave the area.\nYou cannot designate any exceptions, including yourself.\nIf subjects are attacked, they are immediately entitled to a second save to overcome the effect.\nThey can repeat this save in every round that the assault continues.","short_description":"The entire chamber glows with a faint, comforting light.","material_components":"0","name":"Zone of Peace","level":"Cleric 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Zone of Peace<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><\/table><p>\t<p>The entire chamber glows with a faint, comforting light.<br \/>This spell works as peacebond, except that every individual in the area must successfully save, or have all their weapons remain trapped in their sheaths for the duration, or until they leave the area.<br \/>You cannot designate any exceptions, including yourself.<br \/>If subjects are attacked, they are immediately entitled to a second save to overcome the effect.<br \/>They can repeat this save in every round that the assault continues.<\/p><\/p>Reference: CityScape<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, AF","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell, favored by the Daggerspell Guardians (see page 167), improves your ability to defend yourself when wielding a pair of daggers.\nThe spell, like many of the daggerspell techniques, depends on the use of daggers to bring down a foe.\nThe spell's effect cannot be realized unless you are wielding two daggers, but the spell does not end if you drop, throw, or otherwise lose a hold on one or both of your daggers.\nWhile this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round.\nThe magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of many spells.\nWhen wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level.\nThe spell focuses your concentration so that when you devote all of your attention to defense, you can turn the\nforce of most blows away from your body with your daggers.\nWhen wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5\/magic.\nFocus: A pair of daggers.","short_description":"This spell, favored by the Daggerspell Guardians (see page 167), improves your ability to defend your...","material_components":"0","name":"Daggerspell Stance","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Daggerspell Stance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell, favored by the Daggerspell Guardians (see page 167), improves your ability to defend yourself when wielding a pair of daggers.<br \/>The spell, like many of the daggerspell techniques, depends on the use of daggers to bring down a foe.<br \/>The spell&#39;s effect cannot be realized unless you are wielding two daggers, but the spell does not end if you drop, throw, or otherwise lose a hold on one or both of your daggers.<br \/>While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round.<br \/>The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of many spells.<br \/>When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level.<br \/>The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the<br \/>force of most blows away from your body with your daggers.<br \/>When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5\/magic.<br \/>Focus: A pair of daggers.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"40 ft.","target":"","effect":"","area":"40-ft. radius emanation","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"Yes","description":"You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail after you pass.\nAnyone in the area of the spell (including you) finds the undergrowth held aside while she passes.\nThis effect essentially provides a trail through any kind of undergrowth, reducing any movement penalties from terrain caused by dense vegetation (see Table 9-5: Terrain and Overland Movement, page 164 of the Player's Handbook).\nOnce the effect of the spell passes, the plants return to their normal shape.\nThe DC to track anyone who traveled within the area of this spell increases by 5 (the equivalent of hiding the trail).\nThis spell has no effect on plant creatures (that is, they aren't pushed or held aside by its effect).","short_description":"You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail af...","material_components":"0","name":"Easy Trail","level":"Druid 2 \/ Ranger 1","full_text":"<div><p><h5>Easy Trail<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>40 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You radiate an energy that gently pushes plants aside, allowing easy passage and hiding your trail after you pass.<br \/>Anyone in the area of the spell (including you) finds the undergrowth held aside while she passes.<br \/>This effect essentially provides a trail through any kind of undergrowth, reducing any movement penalties from terrain caused by dense vegetation (see Table 9-5: Terrain and Overland Movement, page 164 of the Player&#39;s Handbook).<br \/>Once the effect of the spell passes, the plants return to their normal shape.<br \/>The DC to track anyone who traveled within the area of this spell increases by 5 (the equivalent of hiding the trail).<br \/>This spell has no effect on plant creatures (that is, they aren&#39;t pushed or held aside by its effect).<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"Concentration; see text","saving_throw":"None","spell_resistance":"No","description":"You create sonic vibrations that negate any magical silence effect in the area.\nThis zone of negation moves with you and lasts as long as you continue to concentrate.\nThe silence is not dispelled but simply held in abeyance; it remains in effect outside the area of the joyful noise effect.\nThus, this spell is usually used to move a group out of range of a silence effect.","short_description":"You create sonic vibrations that negate any magical silence effect in the area.","material_components":"0","name":"Joyful Noise","level":"Bard 1 \/ Vigilante 1","full_text":"<div><p><h5>Joyful Noise<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Vigilante 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create sonic vibrations that negate any magical silence effect in the area.<br \/>This zone of negation moves with you and lasts as long as you continue to concentrate.<br \/>The silence is not dispelled but simply held in abeyance; it remains in effect outside the area of the joyful noise effect.<br \/>Thus, this spell is usually used to move a group out of range of a silence effect.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 feet apart","effect":"","area":"","duration":"24 hours","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"Healthful rest doubles the subjects' natural healing rate.\nEach affected creature regains twice the hit points it otherwise would have regained during that day, depending on its activity level (see page 76 of the Player's Handbook).","short_description":"Healthful rest doubles the subjects' natural healing rate.","material_components":"0","name":"Healthful Rest","level":"Bard 1 \/ Druid 1","full_text":"<div><p><h5>Healthful Rest<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Druid 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Healthful rest doubles the subjects&#39; natural healing rate.<br \/>Each affected creature regains twice the hit points it otherwise would have regained during that day, depending on its activity level (see page 76 of the Player&#39;s Handbook).<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 immediate action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You sharpen your senses and focus your mind on the use of a bow.\nWhile this spell is in effect and you are wielding a longbow, shortbow, greatbow*, composite greatbow*, composite shortbow, or composite longbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow.\nIn addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature's threatened square.\nMaterial Component: A flint arrowhead.\n* See Complete Warrior.","short_description":"You sharpen your senses and focus your mind on the use of a bow.","material_components":"0","name":"Arrow Mind","level":"Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Arrow Mind<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 immediate action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You sharpen your senses and focus your mind on the use of a bow.<br \/>While this spell is in effect and you are wielding a longbow, shortbow, greatbow*, composite greatbow*, composite shortbow, or composite longbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow.<br \/>In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature&#39;s threatened square.<br \/>Material Component: A flint arrowhead.\n\t<ul>\n\t\t<li>See Complete Warrior.<\/li>\n\t<\/ul><\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing.\nYou gain a +4 insight bonus on Balance checks.\nIf you have sufficient ranks in the Balance skill, you can even balance on an otherwise impossible surface with a DC 20 Balance check.\nIf you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply.\nIf you balance on a vertical surface, you can move up or down as if you were climbing.\nHowever, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill.\nIf you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn't support your weight.\nFor each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5.\nAs with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).\nFor more information on the Balance skill, see page 67 of the Player's Handbook.\nArcane Material Component: A thin, three-inch-long wooden dowel.","short_description":"You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing....","material_components":"0","name":"Balancing Lorecall","level":"Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Balancing Lorecall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You intuit the precise spot and stance necessary to stand on areas of even the most unstable footing.<br \/>You gain a +4 insight bonus on Balance checks.<br \/>If you have sufficient ranks in the Balance skill, you can even balance on an otherwise impossible surface with a DC 20 Balance check.<br \/>If you have 5 or more ranks in Balance, you can balance on vertical surfaces; the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply.<br \/>If you balance on a vertical surface, you can move up or down as if you were climbing.<br \/>However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill.<br \/>If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn&#39;t support your weight.<br \/>For each consecutive round that you begin balanced on a particular surface of this sort, the DC of your Balance check increases by 5.<br \/>As with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).<br \/>For more information on the Balance skill, see page 67 of the Player&#39;s Handbook.<br \/>Arcane Material Component: A thin, three-inch-long wooden dowel.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"24 hours (D)","saving_throw":"","spell_resistance":"","description":"If you fail a Survival check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to reestablish the trail.\nIf the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.","short_description":"If you fail a Survival check to track a creature while this spell functions, you can immediately atte...","material_components":"0","name":"Bloodhound","level":"Ranger 1","full_text":"<div><p><h5>Bloodhound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours (D)<br\/><\/td><\/tr><\/table><p>\t<p>If you fail a Survival check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to reestablish the trail.<br \/>If the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.<\/p><\/p>Reference: Complete Adventurer<\/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":"While this spell is in effect, your melee attacks are more likely to strike a foe's vital areas.\nWhenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon's threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits.\nThe increased threat range granted by this spell doesn't stack with any other effect that increases your weapon's threat range.\nCreatures immune to sneak attacks are immune to the extra damage dealt by your attacks.","short_description":"While this spell is in effect, your melee attacks are more likely to strike a foe's vital areas.","material_components":"0","name":"Critical Strike","level":"Assassin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Critical Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, your melee attacks are more likely to strike a foe&#39;s vital areas.<br \/>Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon&#39;s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits.<br \/>The increased threat range granted by this spell doesn&#39;t stack with any other effect that increases your weapon&#39;s threat range.<br \/>Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 hour\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you invoke the power of your deity to guide your actions. Once during the spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any  single skill check. Activating the effect requires an immediate action. You must choose to use divine insight before you make the check you want to modify.\nOnce used, the spell ends.\n\nYou can't have more than one _divine insight_ effect active on you at the same time.","short_description":"When you cast this spell, you invoke the power of your deity to guide your actions.","material_components":"0","name":"Divine Insight","level":"Cleric 2 \/ Paladin 2","full_text":"<div><p><h5>Divine Insight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Paladin 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level or until discharged (D)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you invoke the power of your deity to guide your actions. Once during the spell&#39;s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any  single skill check. Activating the effect requires an immediate action. You must choose to use divine insight before you make the check you want to modify.<br \/>Once used, the spell ends.<\/p>\n\n\t<p>You can&#39;t have more than one <em>divine insight<\/em> effect active on you at the same time.<\/p><\/p>Reference: Complete Adventurer<\/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":"While this spell is in effect, you have a special connection to the arcane forces that animate constructs.\nFor 1 round, you can deliver sneak attacks against constructs as if they were not immune to sneak attacks.\nTo attack a construct in this manner, you must still meet the other requirements for making a sneak attack.\nThis spell applies only to sneak attack damage.\nIt 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":"While this spell is in effect, you have a special connection to the arcane forces that animate constr...","material_components":"0","name":"Golem Strike","level":"Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Golem Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, you have a special connection to the arcane forces that animate constructs.<br \/>For 1 round, you can deliver sneak attacks against constructs as if they were not immune to sneak attacks.<br \/>To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.<br \/>This spell applies only to sneak attack damage.<br \/>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: Complete Adventurer<\/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":"While this spell is in effect, you have a special connection to the forces of light and positive energy.\nFor 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak attacks.\nTo attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.\nThis spell applies only to sneak attack damage.\nIt 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":"While this spell is in effect, you have a special connection to the forces of light and positive ener...","material_components":"0","name":"Grave Strike","level":"Cleric 1 \/ Paladin 1","full_text":"<div><p><h5>Grave Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 1 \/ Paladin 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, you have a special connection to the forces of light and positive energy.<br \/>For 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak attacks.<br \/>To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.<br \/>This spell applies only to sneak attack damage.<br \/>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: Complete Adventurer<\/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":"You use magical energy to briefly focus your mind and body on making a perfect shot.\nWhile this spell is in effect, your ranged attacks do not take a penalty due to distance.\nIn addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover.\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":"You use magical energy to briefly focus your mind and body on making a perfect shot.","material_components":"0","name":"Guided Shot","level":"Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Guided Shot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You use magical energy to briefly focus your mind and body on making a perfect shot.<br \/>While this spell is in effect, your ranged attacks do not take a penalty due to distance.<br \/>In addition, while this spell is in effect, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover.<br \/>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: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level","saving_throw":"","spell_resistance":"","description":"You tap into your healing acumen to make your curative spells more potent.\nA caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the target of the spell, in addition to the spell's normal effects: dazed, dazzled, or fatigued.\nA caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.\nAlso, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level.\nThe normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.\nMaterial Component: A small mint leaf.","short_description":"You tap into your healing acumen to make your curative spells more potent.","material_components":"0","name":"Healing Lorecall","level":"Cleric 2 \/ Druid 2 \/ Ranger 1","full_text":"<div><p><h5>Healing Lorecall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 2 \/ Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><\/table><p>\t<p>You tap into your healing acumen to make your curative spells more potent.<br \/>A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the target of the spell, in addition to the spell&#39;s normal effects: dazed, dazzled, or fatigued.<br \/>A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened.<br \/>Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level.<br \/>The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell.<br \/>Material Component: A small mint leaf.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 hour","range":"Personal","target":"","effect":"","area":"60-ft. radius, centered on you","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You can see and hear into the past, getting a look at events that happened previously at your current location.\nThe level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries.\nYou can view only one span of time per casting, chosen from the following options.\nDays: You sense the events of the past, stretching back one day per caster level.\nYou gain detailed knowledge of the people, conversations, and events that transpired.\nWeeks: You gain a summary of the events of the past, stretching back one week per caster level.\nExact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.\nYears: You gain a general idea of the events of the past, stretching back one year per caster level.\nYou notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.\nCenturies: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st.\nFor instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries.\nYou notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.\nMaterial Component: An hourglass-shaped diamond worth at least 1,000 gp.","short_description":"You can see and hear into the past, getting a look at events that happened previously at your current...","material_components":"0","name":"Hindsight","level":"Bard 6 \/ Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Hindsight<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 hour<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can see and hear into the past, getting a look at events that happened previously at your current location.<br \/>The level of detail you see and hear by means of this spell depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than, say, a span of centuries.<br \/>You can view only one span of time per casting, chosen from the following options.<br \/>Days: You sense the events of the past, stretching back one day per caster level.<br \/>You gain detailed knowledge of the people, conversations, and events that transpired.<br \/>Weeks: You gain a summary of the events of the past, stretching back one week per caster level.<br \/>Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.<br \/>Years: You gain a general idea of the events of the past, stretching back one year per caster level.<br \/>You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.<br \/>Centuries: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st.<br \/>For instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries.<br \/>You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.<br \/>Material Component: An hourglass-shaped diamond worth at least 1,000 gp.<\/p><\/p>Reference: Complete Adventurer<\/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":"You gain temporary insight into the way your opponent moves and reacts.\n\nYou gain a +10 insight bonus on the next single Bluff:skills\/bluff\/ check (if it is made before the start of your next turn) that you make to feint in combat (see Bluff, page 68 of the Player's Handbook).","short_description":"You gain temporary insight into the way your opponent moves and reacts.","material_components":"0","name":"Insightful Feint","level":"Assassin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Insightful Feint<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You gain temporary insight into the way your opponent moves and reacts.<\/p>\n\n\t<p>You gain a +10 insight bonus on the next single <a href=\/skills\/bluff\/>Bluff<\/a> check (if it is made before the start of your next turn) that you make to feint in combat (see Bluff, page 68 of the Player&#39;s Handbook).<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"You can make one Disable Device check or one Open Lock check in this round as a free action.\nYou gain a +2 insight bonus on the check.","short_description":"You can make one Disable Device check or one Open Lock check in this round as a free action.","material_components":"0","name":"Instant Locksmith","level":"Assassin 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Instant Locksmith<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You can make one Disable Device check or one Open Lock check in this round as a free action.<br \/>You gain a +2 insight bonus on the check.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"You can make one Search check in this round as a free action.\nYou gain a +2 insight bonus on the check.","short_description":"You can make one Search check in this round as a free action.","material_components":"0","name":"Instant Search","level":"Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Instant Search<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You can make one Search check in this round as a free action.<br \/>You gain a +2 insight bonus on the check.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"Scrying","components":"V, S, AF","casting_time":"1 standard action","range":"Touch","target":"","effect":"Magical sensor","area":"","duration":"1 hour\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You can turn two ordinary coins into magic listening devices--one a sensor and the other a receiver.\nAfter casting the spell, you simply give the sensor coin away, either surreptitiously or overtly.\nBy holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like a clairaudience effect).\nIf the sensor coin is in a pocket, pouch, or sack, the DC of the Listen check increases by 5.\nThe coins continue to function no matter how far apart they are, although they fall silent if they're on different planes.\nFocus: The pair of coins.","short_description":"You can turn two ordinary coins into magic listening devices--one a sensor and the other a receiver.","material_components":"0","name":"Listening Coin","level":"Bard 4 \/ Vigilante 4","full_text":"<div><p><h5>Listening Coin<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination (Scrying)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Vigilante 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Magical sensor<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You can turn two ordinary coins into magic listening devices&#8212;one a sensor and the other a receiver.<br \/>After casting the spell, you simply give the sensor coin away, either surreptitiously or overtly.<br \/>By holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like a clairaudience effect).<br \/>If the sensor coin is in a pocket, pouch, or sack, the DC of the Listen check increases by 5.<br \/>The coins continue to function no matter how far apart they are, although they fall silent if they&#39;re on different planes.<br \/>Focus: The pair of coins.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level","saving_throw":"","spell_resistance":"","description":"You gain the ability to precisely and instantaneously identify and locate the origins of even the most minute sounds you detect.\nYou gain a +4 insight bonus on Listen checks.\nIn addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet.\nIf you have 10 or more ranks in Listen, you gain blindsight out to 30 feet instead.\nA silence spell or effect negates blindsense or blindsight granted by a listening lorecall spell.","short_description":"You gain the ability to precisely and instantaneously identify and locate the origins of even the mos...","material_components":"0","name":"Listening Lorecall","level":"Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Listening Lorecall<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level<br\/><\/td><\/tr><\/table><p>\t<p>You gain the ability to precisely and instantaneously identify and locate the origins of even the most minute sounds you detect.<br \/>You gain a +4 insight bonus on Listen checks.<br \/>In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet.<br \/>If you have 10 or more ranks in Listen, you gain blindsight out to 30 feet instead.<br \/>A silence spell or effect negates blindsense or blindsight granted by a listening lorecall spell.<\/p><\/p>Reference: Complete Adventurer<\/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":"Master's touch is a spell often found in the repertoire of adventurers who specialize in casting arcane spells.\nYou gain proficiency with a single weapon or shield you hold in your hands when the spell is cast.\nThe 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.\nProficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies.\nFor 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.\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).\nShould 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.\nHowever, 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.\nFocus: The item in whose use you wish to be proficient.","short_description":"Master's touch is a spell often found in the repertoire of adventurers who specialize in casting arca...","material_components":"0","name":"Master's Touch","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1","full_text":"<div><p><h5>Master's Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>Master&#39;s touch is a spell often found in the repertoire of adventurers who specialize in casting arcane spells.<br \/>You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast.<br \/>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.<br \/>Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies.<br \/>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.<br \/>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).<br \/>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.<br \/>However, if you recover the original item before the spell&#39;s effect runs out, you are still proficient with that specific weapon or shield for the duration.<br \/>Focus: The item in whose use you wish to be proficient.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack.\nYour next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.\nThis spell doesn't grant you the ability to make a sneak attack if you don't already have that ability.","short_description":"When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack.","material_components":"0","name":"Sniper's Shot","level":"Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1","full_text":"<div><p><h5>Sniper's Shot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack.<br \/>Your next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.<br \/>This spell doesn&#39;t grant you the ability to make a sneak attack if you don&#39;t already have that ability.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"You and one creature touched","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You and a willing target can communicate verbally no matter how much distance you put between yourselves on the same plane.\nEither participant can end the spell at any time.\nSpeechlink allows each to hear the other's vocalizations, whatever their volume.\nIt does not transfer other sounds from either participant's location.\nThis spell works on any creatures, including animals, but does not convey any special language comprehension abilities.","short_description":"You and a willing target can communicate verbally no matter how much distance you put between yoursel...","material_components":"0","name":"Speechlink","level":"Bard 3 \/ Vigilante 3","full_text":"<div><p><h5>Speechlink<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Vigilante 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You and a willing target can communicate verbally no matter how much distance you put between yourselves on the same plane.<br \/>Either participant can end the spell at any time.<br \/>Speechlink allows each to hear the other&#39;s vocalizations, whatever their volume.<br \/>It does not transfer other sounds from either participant&#39;s location.<br \/>This spell works on any creatures, including animals, but does not convey any special language comprehension abilities.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"When you cast this spell, you grant your allies greater insight into one another's actions, allowing them to better coordinate their attacks.\nIf two affected allies flank the same creature, each gains a +2 insight bonus on attack rolls made against the flanked creature.\nThis bonus is in addition to the normal +2 bonus on attack rolls granted to flanking creatures.\nIn addition, if an affected ally successfully deals damage against an opponent that is flanked by another affected ally, she deals an extra 1d6 points of damage.\nCreatures immune to sneak attacks are immune to this extra damage.\nMaterial Component: A toy soldier.","short_description":"When you cast this spell, you grant your allies greater insight into one another's actions, allowing ...","material_components":"0","name":"Tactical Precision","level":"Bard 2 \/ Vigilante 2","full_text":"<div><p><h5>Tactical Precision<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Vigilante 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you grant your allies greater insight into one another&#39;s actions, allowing them to better coordinate their attacks.<br \/>If two affected allies flank the same creature, each gains a +2 insight bonus on attack rolls made against the flanked creature.<br \/>This bonus is in addition to the normal +2 bonus on attack rolls granted to flanking creatures.<br \/>In addition, if an affected ally successfully deals damage against an opponent that is flanked by another affected ally, she deals an extra 1d6 points of damage.<br \/>Creatures immune to sneak attacks are immune to this extra damage.<br \/>Material Component: A toy soldier.<\/p><\/p>Reference: Complete Adventurer<\/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":"While this spell is in effect, you have a special connection to the forces of nature that allows you to deliver sneak attacks on plant creatures as if they were not immune to sneak attacks.\nTo attack a plant creature in this manner, you must still meet the other requirements for making a sneak attack.\nThis spell applies only to sneak attack damage.\nIt gives you no ability to affect plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of plant creatures.","short_description":"While this spell is in effect, you have a special connection to the forces of nature that allows you ...","material_components":"0","name":"Vine Strike","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Vine Strike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, you have a special connection to the forces of nature that allows you to deliver sneak attacks on plant creatures as if they were not immune to sneak attacks.<br \/>To attack a plant creature in this manner, you must still meet the other requirements for making a sneak attack.<br \/>This spell applies only to sneak attack damage.<br \/>It gives you no ability to affect plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of plant creatures.<\/p><\/p>Reference: Complete Adventurer<\/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":"","effect":"","area":"20-ft.-radius spread","duration":"Concentration + 1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You create an unholy, cacophonous dirge that fills the subjects'minds with the screams of the dying, the wailing of the damned, and the howling of the mad.\nAffected creatures take a -4 penalty on attack rolls and Concentration checks, a -4 penalty to Dexterity, and a 50% reduction in their speed (to a minimum of 5 feet).\nMaterial Component: A pinch of ashes from a destrachan.","short_description":"You create an unholy, cacophonous dirge that fills the subjects'minds with the screams of the dying, ...","material_components":"0","name":"Dirge of Discord","level":"Bard 3","full_text":"<div><p><h5>Dirge of Discord<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration + 1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create an unholy, cacophonous dirge that fills the subjects&#39;minds with the screams of the dying, the wailing of the damned, and the howling of the mad.<br \/>Affected creatures take a -4 penalty on attack rolls and Concentration checks, a -4 penalty to Dexterity, and a 50% reduction in their speed (to a minimum of 5 feet).<br \/>Material Component: A pinch of ashes from a destrachan.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 swift action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"The subject of this spell is distracted, flinching at blows that seem to come from the shadows.\nA creature affected by this spell is flat-footed until the beginning of its next turn.\nMaterial Component: The dried wing of a fly.","short_description":"The subject of this spell is distracted, flinching at blows that seem to come from the shadows.","material_components":"0","name":"Distract Assailant","level":"Assassin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hexblade 1","full_text":"<div><p><h5>Distract Assailant<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 1 \/ Sorcerer 1 \/ Wizard 1 \/ Hexblade 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>The subject of this spell is distracted, flinching at blows that seem to come from the shadows.<br \/>A creature affected by this spell is flat-footed until the beginning of its next turn.<br \/>Material Component: The dried wing of a fly.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute (D)","saving_throw":"","spell_resistance":"","description":"You can use focusing chant to block out distractions and hone your attention.\nYou gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.\nYou need not concentrate on focusing chant, but you must continue to mutter the syllables of the chant to maintain the spell.\nTherefore, you cannot speak, use bardic music effects, or cast spells with verbal components while a focusing chant spell is in effect.\nDismissing focusing chant is an immediate action.","short_description":"You can use focusing chant to block out distractions and hone your attention.","material_components":"0","name":"Focusing Chant","level":"Bard 1","full_text":"<div><p><h5>Focusing Chant<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute (D)<br\/><\/td><\/tr><\/table><p>\t<p>You can use focusing chant to block out distractions and hone your attention.<br \/>You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.<br \/>You need not concentrate on focusing chant, but you must continue to mutter the syllables of the chant to maintain the spell.<br \/>Therefore, you cannot speak, use bardic music effects, or cast spells with verbal components while a focusing chant spell is in effect.<br \/>Dismissing focusing chant is an immediate action.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes","description":"Harmonic chorus lets you improve the spellcasting ability of another spellcaster.\nFor the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells she casts.\nFocus: A tuning fork.","short_description":"Harmonic chorus lets you improve the spellcasting ability of another spellcaster.","material_components":"0","name":"Harmonic Chorus","level":"Bard 3","full_text":"<div><p><h5>Harmonic Chorus<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Harmonic chorus lets you improve the spellcasting ability of another spellcaster.<br \/>For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells she casts.<br \/>Focus: A tuning fork.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 swift action","range":"20 ft.","target":"","effect":"","area":"20-ft.-radius burst centered on you","duration":"1 round","saving_throw":"Will negates","spell_resistance":"Yes","description":"You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.\nAny creature with 5 Hit Dice or less is slowed for 1 round.\nCreatures beyond the radius of the burst might hear the shout, but they are not slowed.","short_description":"You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.","material_components":"0","name":"Herald's Call","level":"Bard 1","full_text":"<div><p><h5>Herald's Call<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>20 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You produce a crowd-stopping shout that holds an air of authority others find difficult to ignore.<br \/>Any creature with 5 Hit Dice or less is slowed for 1 round.<br \/>Creatures beyond the radius of the burst might hear the shout, but they are not slowed.<\/p><\/p>Reference: Complete Adventurer<\/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 minute\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You play a catchy, silly little tune that gets stuck in the mind of the subject unless she succeeds on a Will save.\nThe endlessly recycling melody makes it difficult for the subject to cast spells or perform any other action that requires mental focus.\nThe subject takes a -4 penalty on all Intelligence-based skill checks and Concentration checks.\nWhenever the target attempts to cast, concentrate on, or direct a spell, she must succeed on a Concentration check (DC equal to insidious rhythm's save DC + spell's level) or fail at the attempt.","short_description":"You play a catchy, silly little tune that gets stuck in the mind of the subject unless she succeeds o...","material_components":"0","name":"Insidious Rhythm","level":"Bard 2","full_text":"<div><p><h5>Insidious Rhythm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You play a catchy, silly little tune that gets stuck in the mind of the subject unless she succeeds on a Will save.<br \/>The endlessly recycling melody makes it difficult for the subject to cast spells or perform any other action that requires mental focus.<br \/>The subject takes a -4 penalty on all Intelligence-based skill checks and Concentration checks.<br \/>Whenever the target attempts to cast, concentrate on, or direct a spell, she must succeed on a Concentration check (DC equal to insidious rhythm&#39;s save DC + spell&#39;s level) or fail at the attempt.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round or special; see text","saving_throw":"","spell_resistance":"","description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.\nWhile this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1.\nThe effect lasts until your inspire courage effect ends.\nIf you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.","short_description":"When you play your instrument, sing your song, recite your epic poem, or speak your words of encourag...","material_components":"0","name":"Inspirational Boost","level":"Bard 1","full_text":"<div><p><h5>Inspirational Boost<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round or special; see text<br\/><\/td><\/tr><\/table><p>\t<p>When you play your instrument, sing your song, recite your epic poem, or speak your words of encouragement, you fill your allies with greater confidence than normal.<br \/>While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1.<br \/>The effect lasts until your inspire courage effect ends.<br \/>If you don&#39;t begin to use your inspire courage ability before the beginning of your next turn, the spell&#39;s effect ends.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat.\nThe target must be able to see you when you cast this spell.\nIf the subject later loses line of sight to you, the spell immediately ends.\n(A subject can't voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely).\nIf the subject threatens you, it must make a full attack against you using its melee weapons or natural melee attacks.\nIf the subject doesn't threaten you, it must move at up to twice its speed, ending its movement as close to you as possible.\nIf it moves close enough with a single move to threaten you, it may stop and make a melee attack against you as normal.\nWhile under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats--either offensive or defensive.\nHowever, 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.\nThe subject can't make any attack against a creature other than you.\nThe subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal.\nFor example, an affected creature will not charge off a cliff in an attempt to reach you.\nAn interesting side effect of mindless rage occurs when the spell affects any character or creature with the rage ability (such as a barbarian).\nIn these cases, the mindless rage spell automatically activates the character's rage ability (and counts as one of the character's uses of rage for that day).\nFocus: A scarlet handkerchief or similar piece of cloth, waved in the target's direction while you vocalize the verbal component.","short_description":"You fill the subject with so great a rage that it can do nothing but focus on engaging you in persona...","material_components":"0","name":"Mindless Rage","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Mindless Rage<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat.<br \/>The target must be able to see you when you cast this spell.<br \/>If the subject later loses line of sight to you, the spell immediately ends.<br \/>(A subject can&#39;t voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely).<br \/>If the subject threatens you, it must make a full attack against you using its melee weapons or natural melee attacks.<br \/>If the subject doesn&#39;t threaten you, it must move at up to twice its speed, ending its movement as close to you as possible.<br \/>If it moves close enough with a single move to threaten you, it may stop and make a melee attack against you as normal.<br \/>While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats&#8212;either offensive or defensive.<br \/>However, the subject can&#39;t make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function.<br \/>The subject can&#39;t make any attack against a creature other than you.<br \/>The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal.<br \/>For example, an affected creature will not charge off a cliff in an attempt to reach you.<br \/>An interesting side effect of mindless rage occurs when the spell affects any character or creature with the rage ability (such as a barbarian).<br \/>In these cases, the mindless rage spell automatically activates the character&#39;s rage ability (and counts as one of the character&#39;s uses of rage for that day).<br \/>Focus: A scarlet handkerchief or similar piece of cloth, waved in the target&#39;s direction while you vocalize the verbal component.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Charm","components":"V, S","casting_time":"10 minutes","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 hour\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You temporarily boost the number of tricks that an animal knows.\nWhile this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).\nFor more information on tricks and trained animals, see the descriptions of the Handle Animal skill, page 100 of this book, and pages 74-75 of the Player's Handbook.\nThis spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.","short_description":"You temporarily boost the number of tricks that an animal knows.","material_components":"0","name":"Train Animal","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Train Animal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Charm)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You temporarily boost the number of tricks that an animal knows.<br \/>While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).<br \/>For more information on tricks and trained animals, see the descriptions of the Handle Animal skill, page 100 of this book, and pages 74-75 of the Player&#39;s Handbook.<br \/>This spell does not modify an animal&#39;s attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"See text","description":"You attack with a cry that bolsters your own courage as well as intimidating your enemies.\nAs a result of this spell, you gain a +2 morale bonus on attack rolls and damage rolls, or a +4 morale bonus on attack rolls and damage rolls made as part of a charge.\nIf you deal damage with a melee attack, your foe must succeed on a Will save or become panicked for 1 round (spell resistance applies to this effect).\nAn opponent who makes a successful saving throw against this effect cannot be affected again by the same casting of war cry.","short_description":"You attack with a cry that bolsters your own courage as well as intimidating your enemies.","material_components":"0","name":"War Cry","level":"Bard 4","full_text":"<div><p><h5>War Cry<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>You attack with a cry that bolsters your own courage as well as intimidating your enemies.<br \/>As a result of this spell, you gain a +2 morale bonus on attack rolls and damage rolls, or a +4 morale bonus on attack rolls and damage rolls made as part of a charge.<br \/>If you deal damage with a melee attack, your foe must succeed on a Will save or become panicked for 1 round (spell resistance applies to this effect).<br \/>An opponent who makes a successful saving throw against this effect cannot be affected again by the same casting of war cry.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius emanation, centered on you","duration":"1 minute\/level (D)","saving_throw":"Fortitude partial","spell_resistance":"Yes","description":"You create a barrier of sonic energy at a distance of 10 feet from yourself.\nCreatures on either side of the barrier hear it as a loud but harmless buzzing.\nNonmagical sound (including sound produced by a thunderstone) does not cross the barrier.\nSupernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).\nA creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute.\nThe sonic vibrations create a 20% miss chance for any missiles crossing the barrier in either direction.\nThe barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy).\nIf you force a creature to pass through, the barrier has no effect on that creature.","short_description":"You create a barrier of sonic energy at a distance of 10 feet from yourself.","material_components":"0","name":"Cacophonic Shield","level":"Bard 6 \/ Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Cacophonic Shield<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6 \/ Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a barrier of sonic energy at a distance of 10 feet from yourself.<br \/>Creatures on either side of the barrier hear it as a loud but harmless buzzing.<br \/>Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier.<br \/>Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).<br \/>A creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute.<br \/>The sonic vibrations create a 20% miss chance for any missiles crossing the barrier in either direction.<br \/>The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy).<br \/>If you force a creature to pass through, the barrier has no effect on that creature.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius burst centered on you","duration":"Instantaneous","saving_throw":"Fortitude half","spell_resistance":"Yes","description":"You emit a terrible, piercing note.\nCreatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum 5d8).","short_description":"You emit a terrible, piercing note.","material_components":"0","name":"Dissonant Chord","level":"Bard 3","full_text":"<div><p><h5>Dissonant Chord<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You emit a terrible, piercing note.<br \/>Creatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum 5d8).<\/p><\/p>Reference: Complete Adventurer<\/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":"This spell imbues one of your weapons with great killing power against a single favored enemy type.\nAgainst creatures of that type, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage.\nFurthermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that type.\nThe spell is automatically canceled 1 round after the weapon leaves your hand for any reason.\nYou cannot have more than one foebane weapon active at a time.\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.\nThis spell is not cumulative with any other spell that might modify the weapon in any way.\nThis spell does not work on artifacts.","short_description":"This spell imbues one of your weapons with great killing power against a single favored enemy type.","material_components":"0","name":"Foebane","level":"Ranger 4","full_text":"<div><p><h5>Foebane<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This spell imbues one of your weapons with great killing power against a single favored enemy type.<br \/>Against creatures of that type, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage.<br \/>Furthermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that type.<br \/>The spell is automatically canceled 1 round after the weapon leaves your hand for any reason.<br \/>You cannot have more than one foebane weapon active at a time.<br \/>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.<br \/>This spell is not cumulative with any other spell that might modify the weapon in any way.<br \/>This spell does not work on artifacts.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"A sphere-shaped emanation with a radius equal to the range, centered on you","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can strike up a rousing, inspirational song that temporarily boosts by 2 the effective caster level of each good-aligned divine spellcaster within range.\nThis increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level.\nIn addition, hymn of praise mimics the effect of a hallow spell with respect to turning or rebuking undead.\nWithin the spell's area, each good-aligned divine spellcaster gains a +4 sacred bonus on Charisma checks to turn undead, and each evil-aligned divine spellcaster takes a -4 sacred penalty on Charisma checks to rebuke undead.","short_description":"You can strike up a rousing, inspirational song that temporarily boosts by 2 the effective caster lev...","material_components":"0","name":"Hymn of Praise","level":"Bard 3","full_text":"<div><p><h5>Hymn of Praise<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can strike up a rousing, inspirational song that temporarily boosts by 2 the effective caster level of each good-aligned divine spellcaster within range.<br \/>This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level.<br \/>In addition, hymn of praise mimics the effect of a hallow spell with respect to turning or rebuking undead.<br \/>Within the spell&#39;s area, each good-aligned divine spellcaster gains a +4 sacred bonus on Charisma checks to turn undead, and each evil-aligned divine spellcaster takes a -4 sacred penalty on Charisma checks to rebuke undead.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"A sphere-shaped emanation with a radius equal to the range, centered on you","duration":"1 round\/level (D)","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level of each evil-aligned divine spellcaster within range.\nThis increase does not grant access to addition al spells, but it does improve all spell effects that are dependent on caster level.\nIn addition, infernal threnody mimics the effect of an unhallow spell with respect to turning or rebuking undead.\nWithin the spell's area, each evil-aligned divine spellcaster gains a +4 profane bonus on Charisma checks to rebuke undead, and each good-aligned divine spellcaster takes a -4 profane penalty on Charisma checks to turn undead.","short_description":"You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level ...","material_components":"0","name":"Infernal Threnody","level":"Bard 3","full_text":"<div><p><h5>Infernal Threnody<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level of each evil-aligned divine spellcaster within range.<br \/>This increase does not grant access to addition al spells, but it does improve all spell effects that are dependent on caster level.<br \/>In addition, infernal threnody mimics the effect of an unhallow spell with respect to turning or rebuking undead.<br \/>Within the spell&#39;s area, each evil-aligned divine spellcaster gains a +4 profane bonus on Charisma checks to rebuke undead, and each good-aligned divine spellcaster takes a -4 profane penalty on Charisma checks to turn undead.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Animal touched","effect":"","area":"","duration":"1 minute","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess, to a maximum bonus of +5 at 15th level.","short_description":"By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage ...","material_components":"0","name":"Nature's Favor","level":"Druid 2 \/ Ranger 2","full_text":"<div><p><h5>Nature's Favor<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess, to a maximum bonus of +5 at 15th level.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Illusion","subschool":"","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"See text","spell_resistance":"See text","description":"A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent.\nAny round that you attack with a melee weapon, you can make a single additional touch attack with that weapon at your normal attack bonus as a free action.\nThis attack deals no damage.\nInstead, anyone successfully touched by the weapon must succeed on a Will save or be dazed for 1 round.\nSpell resistance applies to this effect.","short_description":"A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your...","material_components":"0","name":"Bladeweave","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2","full_text":"<div><p><h5>Bladeweave<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><\/table><p>\t<p>A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent.<br \/>Any round that you attack with a melee weapon, you can make a single additional touch attack with that weapon at your normal attack bonus as a free action.<br \/>This attack deals no damage.<br \/>Instead, anyone successfully touched by the weapon must succeed on a Will save or be dazed for 1 round.<br \/>Spell resistance applies to this effect.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Illusion","subschool":"Glamer","components":"V","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"This spell functions like invisibility (see page 245 of the Player's Handbook), except as noted above.","short_description":"This spell functions like invisibility (see page 245 of the Player's Handbook), except as noted above...","material_components":"0","name":"Invisibility, Swift","level":"Assassin 2 \/ Bard 2 \/ Vigilante 2 \/ Duskblade 2","full_text":"<div><p><h5>Invisibility, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Glamer)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Bard 2 \/ Vigilante 2 \/ Duskblade 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like invisibility (see page 245 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness.\nWhile this spell is in effect, you gain a number of benefits.\nThe shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks.\nYour shadowy form also provides you with concealment.\nThis shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect.\nStanding within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.\nIn addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success).\nIf you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick.\nIf you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).\nMaterial Component: A small piece of black cloth taken from a funeral shroud.","short_description":"You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness....","material_components":"0","name":"Shadow Form","level":"Assassin 4 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Shadow Form<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness.<br \/>While this spell is in effect, you gain a number of benefits.<br \/>The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks.<br \/>Your shadowy form also provides you with concealment.<br \/>This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect.<br \/>Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.<br \/>In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success).<br \/>If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick.<br \/>If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).<br \/>Material Component: A small piece of black cloth taken from a funeral shroud.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Illusion","subschool":"Shadow","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will partial; see text","spell_resistance":"Yes; see text","description":"Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which you are proficient.\nThis spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions.\nFirst, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks.\nSecond, any foe you hit is entitled to a Will save to recognize the weapon's shadowy nature.\nIf the save is successful, that opponent takes only one-fifth normal damage from the weapon on that attack and all subsequent attacks, and is only 20% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon).\nYou can maintain only one spectral weapon at a time, and only you can wield it.\nThe weapon dissipates when you let go of it or when the spell's duration expires, whichever comes first.","short_description":"Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which y...","material_components":"0","name":"Spectral Weapon","level":"Assassin 3 \/ Bard 4 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 4","full_text":"<div><p><h5>Spectral Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Illusion (Shadow)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3 \/ Bard 4 \/ Sorcerer 3 \/ Wizard 3 \/ Vigilante 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes; see text<br\/><\/td><\/tr><\/table><p>\t<p>Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which you are proficient.<br \/>This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions.<br \/>First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks.<br \/>Second, any foe you hit is entitled to a Will save to recognize the weapon&#39;s shadowy nature.<br \/>If the save is successful, that opponent takes only one-fifth normal damage from the weapon on that attack and all subsequent attacks, and is only 20% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon).<br \/>You can maintain only one spectral weapon at a time, and only you can wield it.<br \/>The weapon dissipates when you let go of it or when the spell&#39;s duration expires, whichever comes first.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Necromancy","subschool":"","components":"V","casting_time":"1 standard action","range":"30 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous and 1 round\/level or 1 round; see text","saving_throw":"Will partial; see text","spell_resistance":"Yes","description":"Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized.\nEach creature takes 1d4 points of damage per caster level (up to a maximum of 15d4) and becomes panicked for 1 round per caster level.\nA successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.","short_description":"Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized.","material_components":"0","name":"Wail of Doom","level":"Bard 5","full_text":"<div><p><h5>Wail of Doom<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>30 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous and 1 round\/level or 1 round; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized.<br \/>Each creature takes 1d4 points of damage per caster level (up to a maximum of 15d4) and becomes panicked for 1 round per caster level.<br \/>A successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.<\/p><\/p>Reference: Complete Adventurer<\/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 half","spell_resistance":"Yes","description":"Your touch causes horrible agony in a creature's vital area.\nYou lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10).\nIn addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits.\nThe creature still takes the spell damage even if it does not take the sneak attack damage.\nUnlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.","short_description":"Your touch causes horrible agony in a creature's vital area.","material_components":"0","name":"Wracking Touch","level":"Druid 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Wracking Touch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Necromancy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>Your touch causes horrible agony in a creature&#39;s vital area.<br \/>You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10).<br \/>In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits.<br \/>The creature still takes the spell damage even if it does not take the sneak attack damage.<br \/>Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"","effect":"One touched weapon not in another creature's possession","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (object); see text","spell_resistance":"Yes (object)","description":"You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature's possession.\n\nThe weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn't restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.\n\nWhen you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check.\n\nAn intelligent magic weapon gets a saving throw against this spell, but other weapons do not.","short_description":"You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as i...","material_components":"0","name":"Absorb Weapon","level":"Assassin 3","full_text":"<div><p><h5>Absorb Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One touched weapon not in another creature's possession<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (object); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, so long as it is not in another creature&#39;s possession.<\/p>\n\n\t<p>The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn&#39;t restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although a detect magic spell reveals the presence of a magical aura. The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.<\/p>\n\n\t<p>When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check.<\/p>\n\n\t<p>An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"","spell_resistance":"","description":"While this spell is in effect, you can move at your normal speed when using Balance, Climb, or Move Silently without taking any penalty on your check.\n\nThis spell does not affect the penalty for using these skills while running or charging.\n\nMaterial Component: A dead cockroach.","short_description":"While this spell is in effect, you can move at your normal speed when using Balance, Climb, or Move S...","material_components":"0","name":"Accelerated Movement","level":"Bard 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1","full_text":"<div><p><h5>Accelerated Movement<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Ranger 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, you can move at your normal speed when using Balance, Climb, or Move Silently without taking any penalty on your check.<\/p>\n\n\t<p>This spell does not affect the penalty for using these skills while running or charging.<\/p>\n\n\t<p>Material Component: A dead cockroach.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"","area":"10-ft.-radius burst, centered on you","duration":"1 minute\/level (D)","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell makes you and your companions extraordinarily fleet of foot.\nEach creature within the spell's area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature's land speed.\nAffected creatures retain these effects for the duration of the spell, even if they leave the original area.\nMaterial Component: A tailfeather from a bird of prey.","short_description":"This spell makes you and your companions extraordinarily fleet of foot.","material_components":"0","name":"Allegro","level":"Bard 3 \/ Vigilante 3","full_text":"<div><p><h5>Allegro<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 3 \/ Vigilante 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell makes you and your companions extraordinarily fleet of foot.<br \/>Each creature within the spell&#39;s area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature&#39;s land speed.<br \/>Affected creatures retain these effects for the duration of the spell, even if they leave the original area.<br \/>Material Component: A tailfeather from a bird of prey.<\/p><\/p>Reference: Complete Adventurer<\/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 can cast this spell only at the beginning of your turn, before you take any other actions.\nAfter casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon's range increment.\nYou can attack amaximum number of individual targets equal to your character level.\nIf you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.","short_description":"You can cast this spell only at the beginning of your turn, before you take any other actions.","material_components":"0","name":"Arrow Storm","level":"Ranger 4","full_text":"<div><p><h5>Arrow Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You can cast this spell only at the beginning of your turn, before you take any other actions.<br \/>After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon&#39;s range increment.<br \/>You can attack amaximum number of individual targets equal to your character level.<br \/>If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.<\/p><\/p>Reference: Complete Adventurer<\/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 can cast this spell only at the beginning of your turn, before you take any other actions.\nAfter casting blade storm, you can take a full-round action to make one attack with each melee weapon you are currently wielding against every foe within reach.\nIf you wield two weapons, or a double weapon, you can attack each foe once with each weapon or end, using the normal rules for two-weapon fighting.\nSo, a ranger wielding a longsword and a short sword could attack each opponent he can reach with both weapons.\nYou can attack a maximum number of individual targets equal to your character level.\nIf you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.","short_description":"You can cast this spell only at the beginning of your turn, before you take any other actions.","material_components":"0","name":"Blade Storm","level":"Ranger 3","full_text":"<div><p><h5>Blade Storm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>You can cast this spell only at the beginning of your turn, before you take any other actions.<br \/>After casting blade storm, you can take a full-round action to make one attack with each melee weapon you are currently wielding against every foe within reach.<br \/>If you wield two weapons, or a double weapon, you can attack each foe once with each weapon or end, using the normal rules for two-weapon fighting.<br \/>So, a ranger wielding a longsword and a short sword could attack each opponent he can reach with both weapons.<br \/>You can attack a maximum number of individual targets equal to your character level.<br \/>If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You gain a +10 competence bonus on Climb checks made in trees.\nAs long as you remain at least 10 feet above the ground, you can brachiate (swing via branches and vines) in medium or dense forest, but not in sparse forest.\nWhen you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features.\nYou can charge while brachiating, but you can't run.\nNaturally, some local conditions such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy might force you to return to the ground.","short_description":"You gain a +10 competence bonus on Climb checks made in trees.","material_components":"0","name":"Branch to Branch","level":"Druid 2 \/ Ranger 1","full_text":"<div><p><h5>Branch to Branch<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain a +10 competence bonus on Climb checks made in trees.<br \/>As long as you remain at least 10 feet above the ground, you can brachiate (swing via branches and vines) in medium or dense forest, but not in sparse forest.<br \/>When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for undergrowth and other terrain features.<br \/>You can charge while brachiating, but you can&#39;t run.<br \/>Naturally, some local conditions such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy might force you to return to the ground.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The subject retains his or her form but takes on a blue-green watery appearance.\nWhile underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn't take nonlethal damage from water pressure or hypothermia for the duration of the spell.\nWhen out of the water (or even partially out), the subject gains none of these advantages except water breathing.\nThe subject can leave and reenter water without ending the spell.","short_description":"The subject retains his or her form but takes on a blue-green watery appearance.","material_components":"0","name":"Cloak of the Sea","level":"Druid 5 \/ Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Cloak of the Sea<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 5 \/ Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The subject retains his or her form but takes on a blue-green watery appearance.<br \/>While underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn&#39;t take nonlethal damage from water pressure or hypothermia for the duration of the spell.<br \/>When out of the water (or even partially out), the subject gains none of these advantages except water breathing.<br \/>The subject can leave and reenter water without ending the spell.<\/p><\/p>Reference: Complete Adventurer<\/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":"Fortitude negates","spell_resistance":"Yes","description":"You distort a creature's vocalizations.\nThe voice of the subject becomes warped and nearly incomprehensible.\nFor the duration of this spell, the subject has a 50% chance to miscast spells that have verbal components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.","short_description":"You distort a creature's vocalizations.","material_components":"0","name":"Distort Speech","level":"Bard 1 \/ Vigilante 1","full_text":"<div><p><h5>Distort Speech<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Vigilante 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You distort a creature&#39;s vocalizations.<br \/>The voice of the subject becomes warped and nearly incomprehensible.<br \/>For the duration of this spell, the subject has a 50% chance to miscast spells that have verbal components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Vertical path 10 ft. wide and 20 ft. tall\/level","duration":"10 minutes\/level (D)","saving_throw":"None (object)","spell_resistance":"Yes (object)","description":"You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle.\nThis effect changes the surface to the equivalent of a very rough wall (DC 10 to climb).","short_description":"You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or oth...","material_components":"0","name":"Easy Climb","level":"Ranger 2","full_text":"<div><p><h5>Easy Climb<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None (object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (object)<br\/><\/td><\/tr><\/table><p>\t<p>You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle.<br \/>This effect changes the surface to the equivalent of a very rough wall (DC 10 to climb).<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell allows you to adopt the nature and some of the abilities of a particular animal.\nUpon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level.\nYou retain your own form, but you gain the natural and extraordinary senses of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable.\nYou can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen.\nFor example, a 3rd-level druid casting this spell might choose to adopt the nature of a wolverine to gain low-light vision, scent, and Listen and Spot check modifiers of +6.\nAlternatively, she could select the eagle and gain low-light vision, Listen +2, and Spot +14.\nIf the druid's Listen check modifier were better than +2, she could retain her own Listen check modifier while gaining the eagle's Spot check modifier.","short_description":"This spell allows you to adopt the nature and some of the abilities of a particular animal.","material_components":"0","name":"Embrace the Wild","level":"Druid 2 \/ Ranger 1","full_text":"<div><p><h5>Embrace the Wild<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 2 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to adopt the nature and some of the abilities of a particular animal.<br \/>Upon casting the spell, you can choose any animal whose Hit Dice are equal to or less than your caster level.<br \/>You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, including blindsense, blindsight, darkvision, low-light vision, and scent, as applicable.<br \/>You can also choose to replace either or both of your Listen and Spot check modifiers with those of the animal chosen.<br \/>For example, a 3rd-level druid casting this spell might choose to adopt the nature of a wolverine to gain low-light vision, scent, and Listen and Spot check modifiers of +6.<br \/>Alternatively, she could select the eagle and gain low-light vision, Listen +2, and Spot +14.<br \/>If the druid&#39;s Listen check modifier were better than +2, she could retain her own Listen check modifier while gaining the eagle&#39;s Spot check modifier.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, AF","casting_time":"1 swift action","range":"Touch","target":"Quarterstaff touched","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Yes (harmless, object)","spell_resistance":"Yes (harmless)","description":"You cause your quarterstaff to extrude writhing vines that allow you to easily grab and entrap foes.\nEach time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity (see Starting a Grapple, page 156 of the Player's Handbook).\nThis grapple attempt does not require a separate touch attack.\nYou gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff.\nYou can attempt to grapple creatures up to one size category larger than you.\nIf your grapple check succeeds, your quarterstaff's vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish).\nYou then have two choices: Release: You release your opponent from the grapple.\nSome vines remain clinging to your foe, leaving it entangled for the duration of the spell.\nYou can attack different enemies in later rounds with the entangling staff, potentially grappling and constricting or entangling them.\nMaintain: You maintain your hold.\nIn subsequent rounds, you deal constriction damage with a successful grapple check.\nYou can then choose to release or maintain the hold again.\nFocus: A quarterstaff.","short_description":"You cause your quarterstaff to extrude writhing vines that allow you to easily grab and entrap foes.","material_components":"0","name":"Entangling Staff","level":"Druid 3 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Entangling Staff<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 3 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You cause your quarterstaff to extrude writhing vines that allow you to easily grab and entrap foes.<br \/>Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity (see Starting a Grapple, page 156 of the Player&#39;s Handbook).<br \/>This grapple attempt does not require a separate touch attack.<br \/>You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff.<br \/>You can attempt to grapple creatures up to one size category larger than you.<br \/>If your grapple check succeeds, your quarterstaff&#39;s vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish).<br \/>You then have two choices: Release: You release your opponent from the grapple.<br \/>Some vines remain clinging to your foe, leaving it entangled for the duration of the spell.<br \/>You can attack different enemies in later rounds with the entangling staff, potentially grappling and constricting or entangling them.<br \/>Maintain: You maintain your hold.<br \/>In subsequent rounds, you deal constriction damage with a successful grapple check.<br \/>You can then choose to release or maintain the hold again.<br \/>Focus: A quarterstaff.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Ranged weapon touched","effect":"","area":"","duration":"1 minute\/level","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"This transmutation makes a ranged weapon strike true against your favored enemies.\nAll rolls made to confirm critical hits by the weapon against favored enemies automatically succeed, so every threat is a critical hit.\nThe affected weapon also ignores any miss chance due to concealment whenever you fire at a favored enemy (unless the target has total concealment, in which case the normal miss chance applies).\nIf the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect on it.","short_description":"This transmutation makes a ranged weapon strike true against your favored enemies.","material_components":"0","name":"Exacting Shot","level":"Ranger 1","full_text":"<div><p><h5>Exacting Shot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>This transmutation makes a ranged weapon strike true against your favored enemies.<br \/>All rolls made to confirm critical hits by the weapon against favored enemies automatically succeed, so every threat is a critical hit.<br \/>The affected weapon also ignores any miss chance due to concealment whenever you fire at a favored enemy (unless the target has total concealment, in which case the normal miss chance applies).<br \/>If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect on it.<\/p><\/p>Reference: Complete Adventurer<\/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":"This spell functions like expeditious retreat (see page 228 of the Player's Handbook), except as noted above.","short_description":"This spell functions like expeditious retreat (see page 228 of the Player's Handbook), except as note...","material_components":"0","name":"Expeditious Retreat, Swift","level":"Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Duskblade 1","full_text":"<div><p><h5>Expeditious Retreat, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 1 \/ Sorcerer 1 \/ Wizard 1 \/ Vigilante 1 \/ Duskblade 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like expeditious retreat (see page 228 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Complete Adventurer<\/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":"This spell functions like fly (see page 232 of the Player's Handbook), except as noted above.","short_description":"This spell functions like fly (see page 232 of the Player's Handbook), except as noted above.","material_components":"0","name":"Fly, Swift","level":"Bard 2 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Duskblade 2","full_text":"<div><p><h5>Fly, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Druid 3 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2 \/ Duskblade 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fly (see page 232 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground).\nWhile you are in terrain of that kind, you gain a +20 competence bonus on Hide and Move Silently checks.\nYou retain these bonuses even if you leave the designated terrain and return within the duration of the spell.","short_description":"You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, ...","material_components":"0","name":"Forestfold","level":"Druid 4 \/ Ranger 3","full_text":"<div><p><h5>Forestfold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Ranger 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground).<br \/>While you are in terrain of that kind, you gain a +20 competence bonus on Hide and Move Silently checks.<br \/>You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.<\/p><\/p>Reference: Complete Adventurer<\/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":"This spell functions as haste (see page 239 of the Player's Handbook), except as noted above.","short_description":"This spell functions as haste (see page 239 of the Player's Handbook), except as noted above.","material_components":"0","name":"Haste, Swift","level":"Ranger 2","full_text":"<div><p><h5>Haste, Swift<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions as haste (see page 239 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"10 minutes\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell gives you the ability to see accurately at long distances.\nYour range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.","short_description":"This spell gives you the ability to see accurately at long distances.","material_components":"0","name":"Hawkeye","level":"Druid 1 \/ Ranger 1","full_text":"<div><p><h5>Hawkeye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 1 \/ Ranger 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell gives you the ability to see accurately at long distances.<br \/>Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.<\/p><\/p>Reference: Complete Adventurer<\/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":"You gain access to a floating pool of luck, which manifests as bonus points you can use as desired to improve your\nodds of success at various tasks.\nThis bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level.\nYou must declare any bonus point usage before the appropriate roll is made.\nUsed points disappear from the pool, and any points remaining when the spell ends are wasted.\nThese points count as luck bonuses for purposes of stacking.\nFor example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation.\nAt any time during the next 14 rounds, he could use the points to provide him a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.\nMaterial Component: A pair of dice.","short_description":"You gain access to a floating pool of luck, which manifests as bonus points you can use as desired to...","material_components":"0","name":"Improvisation","level":"Bard 5","full_text":"<div><p><h5>Improvisation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You gain access to a floating &quot;pool&quot; of luck, which manifests as bonus points you can use as desired to improve your<br \/>odds of success at various tasks.<br \/>This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level.<br \/>You must declare any bonus point usage before the appropriate roll is made.<br \/>Used points disappear from the pool, and any points remaining when the spell ends are wasted.<br \/>These points count as luck bonuses for purposes of stacking.<br \/>For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation.<br \/>At any time during the next 14 rounds, he could use the points to provide him a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.<br \/>Material Component: A pair of dice.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"One suit of armor touched per three levels","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless, object)","spell_resistance":"Yes (harmless, object)","description":"While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks.\nOnly wearers proficient in the armor's use get this benefit when wearing the affected armor.\nThe armor check penalty still applies to other skill checks as normal.","short_description":"While this spell is in effect, the armor check penalty from the affected suit or suits of armor does ...","material_components":"0","name":"Iron Silence","level":"Assassin 2 \/ Bard 2 \/ Cleric 2 \/ Vigilante 2","full_text":"<div><p><h5>Iron Silence<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Bard 2 \/ Cleric 2 \/ Vigilante 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless, object)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless, object)<br\/><\/td><\/tr><\/table><p>\t<p>While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks.<br \/>Only wearers proficient in the armor&#39;s use get this benefit when wearing the affected armor.<br \/>The armor check penalty still applies to other skill checks as normal.<\/p><\/p>Reference: Complete Adventurer<\/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":"You become a stealthy and dangerous combatant.\nYour mind-set changes so that you relish stealth, deception, and surprise attacks over magical assaults.\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.\nYou also gain the Weapon Finesse feat and the evasion ability (see page 50 of the Player's Handbook).\nYou 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.\nThis extra damage works like the rogue's sneak attack ability.\nYou lose your spellcasting ability for the duration of the spell, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.\nMaterial Component: A potion of cat's grace, which you drink (and whose effects are subsumed by the spell effects).","short_description":"You become a stealthy and dangerous combatant.","material_components":"0","name":"Nightstalker's Transformation","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Nightstalker's Transformation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>You become a stealthy and dangerous combatant.<br \/>Your mind-set changes so that you relish stealth, deception, and surprise attacks over magical assaults.<br \/>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.<br \/>You also gain the Weapon Finesse feat and the evasion ability (see page 50 of the Player&#39;s Handbook).<br \/>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.<br \/>This extra damage works like the rogue&#39;s sneak attack ability.<br \/>You lose your spellcasting ability for the duration of the spell, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.<br \/>Material Component: A potion of cat&#39;s grace, which you drink (and whose effects are subsumed by the spell effects).<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"You briefly grant bardic abilities to a creature of your choice.\n\nThe subject of the spell can then function as a bard of one-half your current bard level with respect to bardic music and bardic knowledge.\n\nHowever, prot\u00e9g\u00e9 imparts no spellcasting ability and does not grant access to spells not normally available to the subject.\n\nFor Perform checks and bardic music prerequisites, the creature uses its own ranks in Perform or one-half of your ranks (modified by its own Charisma modifier), whichever is better.","short_description":"You briefly grant bardic abilities to a creature of your choice.","material_components":"0","name":"Prot\u00e9g\u00e9","level":"Bard 6","full_text":"<div><p><h5>Prot\u00e9g\u00e9<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You briefly grant bardic abilities to a creature of your choice.<\/p>\n\n\t<p>The subject of the spell can then function as a bard of one-half your current bard level with respect to bardic music and bardic knowledge.<\/p>\n\n\t<p>However, prot\u00e9g\u00e9 imparts no spellcasting ability and does not grant access to spells not normally available to the subject.<\/p>\n\n\t<p>For Perform checks and bardic music prerequisites, the creature uses its own ranks in Perform or one-half of your ranks (modified by its own Charisma modifier), whichever is better.<\/p><\/p>Reference: Complete Adventurer<\/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":"This spell magically enhances your senses, making you deadly with ranged weapons.\nWhen you cast sniper's eye, you gain the following benefits.\n* +10 competence bonus on Spot checks.\n* Darkvision out to 60 feet.\n* The ability to make a ranged sneak attack at a range of up to 60 feet, rather than 30 feet.\n* The ability to make a death attack with a ranged weapon rather than just with a melee weapon.\nThe target must be within 60 feet.\nThis spell doesn't grant you the ability to make a sneak attack or death attack if you don't already have that ability.\nSniper's eye attunes you completely to the vantage point you had when you cast the spell.\nYou understand the nuances of the breeze and every angle and shadow--from that spot.\nIf you move even 5 feet from the place where you cast the spell, you lose the benefits of sniper's eye until you return to that spot.\nFocus: A magnifying glass lens.","short_description":"This spell magically enhances your senses, making you deadly with ranged weapons.","material_components":"0","name":"Sniper's Eye","level":"Assassin 4","full_text":"<div><p><h5>Sniper's Eye<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell magically enhances your senses, making you deadly with ranged weapons.<br \/>When you cast sniper&#39;s eye, you gain the following benefits.\n\t<ul>\n\t\t<li>+10 competence bonus on Spot checks.<\/li>\n\t\t<li>Darkvision out to 60 feet.<\/li>\n\t\t<li>The ability to make a ranged sneak attack at a range of up to 60 feet, rather than 30 feet.<\/li>\n\t\t<li>The ability to make a death attack with a ranged weapon rather than just with a melee weapon.<\/li>\n\t<\/ul><br \/>The target must be within 60 feet.<br \/>This spell doesn&#39;t grant you the ability to make a sneak attack or death attack if you don&#39;t already have that ability.<br \/>Sniper&#39;s eye attunes you completely to the vantage point you had when you cast the spell.<br \/>You understand the nuances of the breeze and every angle and shadow&#8212;from that spot.<br \/>If you move even 5 feet from the place where you cast the spell, you lose the benefits of sniper&#39;s eye until you return to that spot.<br \/>Focus: A magnifying glass lens.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V","casting_time":"1 standard action","range":"Touch","target":"Weapon touched","effect":"","area":"","duration":"1 minute\/level (D)","saving_throw":"","spell_resistance":"","description":"This spell temporarily sheathes a weapon in sonic energy.\nWhile the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack.\nThe sonic energy does not harm the weapon's wielder.\nBows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.","short_description":"This spell temporarily sheathes a weapon in sonic energy.","material_components":"0","name":"Sonic Weapon","level":"Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2","full_text":"<div><p><h5>Sonic Weapon<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 2 \/ Sorcerer 2 \/ Wizard 2 \/ Vigilante 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute\/level (D)<br\/><\/td><\/tr><\/table><p>\t<p>This spell temporarily sheathes a weapon in sonic energy.<br \/>While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack.<br \/>The sonic energy does not harm the weapon&#39;s wielder.<br \/>Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Transmutation","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round","saving_throw":"","spell_resistance":"","description":"When you cast this spell, your melee weapons or natural weapons become ghostly and nearly transparent for a brief time.\nWhile this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.","short_description":"When you cast this spell, your melee weapons or natural weapons become ghostly and nearly transparent...","material_components":"0","name":"Wraithstrike","level":"Assassin 2 \/ Sorcerer 2 \/ Wizard 2","full_text":"<div><p><h5>Wraithstrike<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Transmutation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Sorcerer 2 \/ Wizard 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, your melee weapons or natural weapons become ghostly and nearly transparent for a brief time.<br \/>While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.<\/p><\/p>Reference: Complete Adventurer<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"Until expended or 10 min.\/level","saving_throw":"","spell_resistance":"","description":"Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own.\n\nAbsorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected.\n\nFor example, you have three spell levels of absorption remaining and are struck by dominate person (cast as a 5th-level spell). Absorption absorbs three levels of the spell, resulting in a 40% chance (2\/5) that you will be affected normally. \n\nIf affected, any saving throw the spell allows you still applies. Likewise, if you're struck by disintegrate (cast as a 6th-level spell) with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (2\/6) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don't disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used).\n\nThe levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.","short_description":"Spells and spell-like effects that target you are absorbed, their energy stored to power spells of yo...","material_components":"0","name":"Absorption","level":"Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9","full_text":"<div><p><h5>Absorption<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Until expended or 10 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own.<\/p>\n\n\t<p>Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected.<\/p>\n\n\t<p>For example, you have three spell levels of absorption remaining and are struck by dominate person (cast as a 5th-level spell). Absorption absorbs three levels of the spell, resulting in a 40% chance (2\/5) that you will be affected normally. <\/p>\n\n\t<p>If affected, any saving throw the spell allows you still applies. Likewise, if you&#39;re struck by disintegrate (cast as a 6th-level spell) with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (2\/6) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don&#39;t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used).<\/p>\n\n\t<p>The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"Concentration, up to 20 minutes; see text","saving_throw":"","spell_resistance":"","description":"When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on a spell you have already cast.\nThis spell is one of only a few spells (finding the center being another) that you can cast while maintaining concentration on another spell.\nAiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).","short_description":"When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on...","material_components":"0","name":"Aiming At the Target","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Aiming At the Target<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 20 minutes; see text<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on a spell you have already cast.<br \/>This spell is one of only a few spells (finding the center being another) that you can cast while maintaining concentration on another spell.<br \/>Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, AF","casting_time":"1 round","range":"One willing creature touched","target":"","effect":"","area":"5-ft.\/level radius emanation from touched creature","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell's area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell's recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature's size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions.  The teleporting creature does not perceive this delay.\n\nSince a teleporting creature doesn't necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere.\nFor a creature that intends to teleport into range but inadvertently arrives outside the spell's area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn't give any awareness as to the actual location of its imminent arrival.\n\nThe spell has no effect on creatures attempting to teleport away from the spell's area, though if their destination is within the area, the spell will affect their reentry as normal.\n\n*Focus:* A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.","short_description":"The subject of the spell is surrounded with an invisible aura that anticipates and delays the telepor...","material_components":"0","name":"Anticipate Teleportation","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Anticipate Teleportation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>One willing creature touched<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell&#39;s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell&#39;s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature&#39;s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions.  The teleporting creature does not perceive this delay.<\/p>\n\n\t<p>Since a teleporting creature doesn&#39;t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere.<br \/>For a creature that intends to teleport into range but inadvertently arrives outside the spell&#39;s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn&#39;t give any awareness as to the actual location of its imminent arrival.<\/p>\n\n\t<p>The spell has no effect on creatures attempting to teleport away from the spell&#39;s area, though if their destination is within the area, the spell will affect their reentry as normal.<\/p>\n\n\t<p><strong>Focus:<\/strong> A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell&#39;s recipient while the spell is in effect.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"10 minutes","range":"","target":"","effect":"","area":"","duration":"24 hours","saving_throw":"","spell_resistance":"","description":"As anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time.\nFocus: A tiny hourglass of platinum and crystal filled with diamond dust, costing 1,000 gp.\nThe hourglass must be carried or worn by the spell's recipient while the spell is in effect.","short_description":"As anticipate teleportation, except that greater anticipate teleportation identifies the type of the ...","material_components":"0","name":"Anticipate Teleportation, Greater","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Anticipate Teleportation, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><\/table><p>\t<p>As anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time.<br \/>Focus: A tiny hourglass of platinum and crystal filled with diamond dust, costing 1,000 gp.<br \/>The hourglass must be carried or worn by the spell&#39;s recipient while the spell is in effect.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level or until discharged (D)","saving_throw":"","spell_resistance":"","description":"You mantle yourself in a powerful magical field that facilitates your defense against enemy spells.\nWhile a duelward is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action.\nYou also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.\nThe first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.\nMaterial Component: A miniature silk glove.","short_description":"You mantle yourself in a powerful magical field that facilitates your defense against enemy spells.","material_components":"0","name":"Duelward","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Duelward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level or until discharged (D)<br\/><\/td><\/tr><\/table><p>\t<p>You mantle yourself in a powerful magical field that facilitates your defense against enemy spells.<br \/>While a duelward is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action.<br \/>You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.<br \/>The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.<br \/>Material Component: A miniature silk glove.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"60-ft.-radius emanation, centered on you","duration":"1 minute","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.\nWhen you cast the spell, any elemental within the spell's area must leave the area unless it makes a successful Will save.\nIf you try to force the barrier against an elemental that has failed its saving throw, the spell fails.\nMaterial Component: A small quantity of the element opposed to the type being warded against--fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.","short_description":"This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.","material_components":"0","name":"Elemental Ward","level":"Wu Jen 4","full_text":"<div><p><h5>Elemental Ward<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell allows you to drive off elementals of a specific type by uttering a fearsome cry.<br \/>When you cast the spell, any elemental within the spell&#39;s area must leave the area unless it makes a successful Will save.<br \/>If you try to force the barrier against an elemental that has failed its saving throw, the spell fails.<br \/>Material Component: A small quantity of the element opposed to the type being warded against&#8212;fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"This abjuration grants a creature and its equipment complete protection against damage from one of the five energy types--acid, cold, electricity, fire, or sonic.\nEnergy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice.\nNote: Energy immunity overlaps protection from energy and resist energy.\nSo long as energy immunity is in effect, the other spells absorb no damage.","short_description":"This abjuration grants a creature and its equipment complete protection against damage from one of th...","material_components":"0","name":"Energy Immunity","level":"Cleric 6 \/ Druid 6 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7","full_text":"<div><p><h5>Energy Immunity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 6 \/ Druid 6 \/ Sorcerer 7 \/ Wizard 7 \/ Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This abjuration grants a creature and its equipment complete protection against damage from one of the five energy types&#8212;acid, cold, electricity, fire, or sonic.<br \/>Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice.<br \/>Note: Energy immunity overlaps protection from energy and resist energy.<br \/>So long as energy immunity is in effect, the other spells absorb no damage.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"10 minutes (D)","saving_throw":"","spell_resistance":"","description":"As aiming at the target (see page 96), except that you no longer need to maintain conscious concentration on the spell you cast before casting this one.\nYour unconscious mind maintains the required concentration, allowing you to take other actions (including movement, attacks, and even casting more spells) as normal.\nShort of dying, only mind-affecting spells and conditions (such as feeblemind and confusion) can affect your concentration on the other spell, though you might be convinced to willingly dismiss finding the center (and the previous spell with it) under the effect of a charm or suggestion.","short_description":"As aiming at the target (see page 96), except that you no longer need to maintain conscious concentra...","material_components":"0","name":"Finding the Center","level":"Wu Jen 8","full_text":"<div><p><h5>Finding the Center<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes (D)<br\/><\/td><\/tr><\/table><p>\t<p>As aiming at the target (see page 96), except that you no longer need to maintain conscious concentration on the spell you cast before casting this one.<br \/>Your unconscious mind maintains the required concentration, allowing you to take other actions (including movement, attacks, and even casting more spells) as normal.<br \/>Short of dying, only mind-affecting spells and conditions (such as feeblemind and confusion) can affect your concentration on the other spell, though you might be convinced to willingly dismiss finding the center (and the previous spell with it) under the effect of a charm or suggestion.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Energy wall whose area is up to one 10-ft. square\/level, or a sphere or hemisphere with a radius of up to 1 ft.\/level","area":"","duration":"1 min.\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You create an opaque, immobile, shimmering screen of violet energy.\nAny spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level.\nAttended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic--attended items are essentially not targeted by the screen.\nMake a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object's magical properties for 1d4 rounds (DC equal to the item's caster level).\nSpell effects not operating on objects or unattended creatures cannot pass through the screen.\nA disintegrate or successful dispel magic removes Otiluke's dispelling screen, while an antimagic field suppresses it.\nMaterial Component: A sheet of fine lead crystal.","short_description":"You create an opaque, immobile, shimmering screen of violet energy.","material_components":"0","name":"Otiluke's Dispelling Screen","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Otiluke's Dispelling Screen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Energy wall whose area is up to one 10-ft. square\/level, or a sphere or hemisphere with a radius of up to 1 ft.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create an opaque, immobile, shimmering screen of violet energy.<br \/>Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level.<br \/>Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic&#8212;attended items are essentially not targeted by the screen.<br \/>Make a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object&#39;s magical properties for 1d4 rounds (DC equal to the item&#39;s caster level).<br \/>Spell effects not operating on objects or unattended creatures cannot pass through the screen.<br \/>A disintegrate or successful dispel magic removes Otiluke&#39;s dispelling screen, while an antimagic field suppresses it.<br \/>Material Component: A sheet of fine lead crystal.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"","casting_time":"","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As Otiluke's dispelling screen, except that the maximum caster level bonus on the dispel check is +20.","short_description":"As Otiluke's dispelling screen, except that the maximum caster level bonus on the dispel check is +20...","material_components":"0","name":"Otiluke's Greater Dispelling Screen","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Otiluke's Greater Dispelling Screen<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As Otiluke&#39;s dispelling screen, except that the maximum caster level bonus on the dispel check is +20.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 round\/level","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.\nMaterial Component:Hair or some other small part of the body of a creature with an innate charm or dominate ability (such as a succubus or a vampire).","short_description":"The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on an...","material_components":"0","name":"Protection from Charm","level":"Wu Jen 2","full_text":"<div><p><h5>Protection from Charm<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.<br \/>Material Component:Hair or some other small part of the body of a creature with an innate charm or dominate ability (such as a succubus or a vampire).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One spellcaster, creature, or object; or a 20-ft.-radius burst","effect":"","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"No","description":"Reaving dispel functions like dispel magic, except that the maximum caster level on your dispel check is +25 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.\nWhen casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself.\nWhen making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object.\nEach spell you dispel with a targeted dispel can be reaved if you so desire, and the spell's effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration.\nOnce you reave the spell, you identify it if you haven't done so already (see below).\nIf the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself.\nLikewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell's effect as if you had cast it yourself.\nYou can still attempt to reave a spell you didn't identify with your Spellcraft check, but doing so can be risky if you don't know the specifics of the spell's effect.\nFor example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from.\nAny spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.\nIf you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whichever targets or area you wish (including the original caster, if appropriate).\nAgain, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effects, range, and area you don't know.\nNote, though, that if its correct casting conditions aren't met (because you guess at an improper target or range, for example), the spell fails.\nReaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.","short_description":"Reaving dispel functions like dispel magic, except that the maximum caster level on your dispel check...","material_components":"0","name":"Reaving Dispel","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Reaving Dispel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Reaving dispel functions like dispel magic, except that the maximum caster level on your dispel check is +25 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can&#39;t dispel that effect.<br \/>When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself.<br \/>When making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object.<br \/>Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell&#39;s effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration.<br \/>Once you reave the spell, you identify it if you haven&#39;t done so already (see below).<br \/>If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself.<br \/>Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell&#39;s effect as if you had cast it yourself.<br \/>You can still attempt to reave a spell you didn&#39;t identify with your Spellcraft check, but doing so can be risky if you don&#39;t know the specifics of the spell&#39;s effect.<br \/>For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from.<br \/>Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.<br \/>If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whichever targets or area you wish (including the original caster, if appropriate).<br \/>Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effects, range, and area you don&#39;t know.<br \/>Note, though, that if its correct casting conditions aren&#39;t met (because you guess at an improper target or range, for example), the spell fails.<br \/>Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature or object","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will half, then Fortitude negates; see text","spell_resistance":"No","description":"You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power.\nThe target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it (maximum 25d6).\nFor example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-level wizard version) takes 10d6 points of damage (Will save for half ).\nIn addition, any creature that fails its save must then succeed on a Fortitude save or be dazed for 1d6 rounds.\nOnly spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area (such as invisibility sphere and solid fog) can't be used to deal reciprocal damage to creatures within their area.\nLikewise, persistent or continuous effects from magic items can't be used to deal reciprocal damage, but targeted spell effects can be--for example, the magic of a cloak of resistance can't be used by reciprocal gyre, but a spell cast by a wand of invisibility could be.\nMaterial Component: A tiny closed loop of copper wire.","short_description":"You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arc...","material_components":"0","name":"Reciprocal Gyre","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Reciprocal Gyre<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will half, then Fortitude negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power.<br \/>The target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it (maximum 25d6).<br \/>For example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-level wizard version) takes 10d6 points of damage (Will save for half ).<br \/>In addition, any creature that fails its save must then succeed on a Fortitude save or be dazed for 1d6 rounds.<br \/>Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area (such as invisibility sphere and solid fog) can&#39;t be used to deal reciprocal damage to creatures within their area.<br \/>Likewise, persistent or continuous effects from magic items can&#39;t be used to deal reciprocal damage, but targeted spell effects can be&#8212;for example, the magic of a cloak of resistance can&#39;t be used by reciprocal gyre, but a spell cast by a wand of invisibility could be.<br \/>Material Component: A tiny closed loop of copper wire.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Two 10-ft. squares\/level (S)","area":"","duration":"1 hour\/level","saving_throw":"Will negates; see text","spell_resistance":"Yes","description":"You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area.\nAny creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage.\nThe DC of the Will save increases by a number equal to the spell level of the highest-level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn't yet exhausted his 5th-level spell slots for the day adds +5 to the save DC).\nYou can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.\nCreatures that have no spellcasting capability or spell-like abilities (including spellcasters who have exhausted their spell slots, and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty.\nSpellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty).\nHowever, if such creatures leave the area, they must succeed on saving throws as described above to return.\nCreatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw.\nThey are shunted harmlessly to the nearest safe space outside the warded area if they fail.\nMaterial Component: A pinch of dust from a wizard's tomb.","short_description":"You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilit...","material_components":"0","name":"Refusal","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Refusal<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Two 10-ft. squares\/level (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area.<br \/>Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage.<br \/>The DC of the Will save increases by a number equal to the spell level of the highest-level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn&#39;t yet exhausted his 5th-level spell slots for the day adds +5 to the save DC).<br \/>You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area.<br \/>Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have exhausted their spell slots, and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty.<br \/>Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty).<br \/>However, if such creatures leave the area, they must succeed on saving throws as described above to return.<br \/>Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw.<br \/>They are shunted harmlessly to the nearest safe space outside the warded area if they fail.<br \/>Material Component: A pinch of dust from a wizard&#39;s tomb.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One creature\/level, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"10 min.\/level","saving_throw":"Fortitude negates (harmless)","spell_resistance":"Yes (harmless)","description":"As resist energy, except that it affects all targeted creatures.","short_description":"As resist energy, except that it affects all targeted creatures.","material_components":"0","name":"Resist Energy, Mass","level":"Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4","full_text":"<div><p><h5>Resist Energy, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Druid 3 \/ Sorcerer 4 \/ Wizard 4 \/ Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>As resist energy, except that it affects all targeted creatures.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One door, chest, or portal up to 30 sq. ft.\/level in size","effect":"","area":"","duration":"Permanent","saving_throw":"Reflex half; see text","spell_resistance":"No","description":"You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening.\nA door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic.\nIf the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).\nA knock spell doesn't negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign's creator).\nA sign of sealing is a magical trap that can be disarmed with a successful DC 28 Disable Device check.\nYou can pass your own sign safely, and it remains set behind you.\nMaterial Component: A crushed emerald worth 100 gp.","short_description":"You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevent...","material_components":"0","name":"Sign of Sealing","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Sign of Sealing<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening.<br \/>A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic.<br \/>If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).<br \/>A knock spell doesn&#39;t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign&#39;s creator).<br \/>A sign of sealing is a magical trap that can be disarmed with a successful DC 28 Disable Device check.<br \/>You can pass your own sign safely, and it remains set behind you.<br \/>Material Component: A crushed emerald worth 100 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Abjuration","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"","target":"","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass.\nIn addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and gaining 5 hit points per caster level.\nAny object protected by the sign is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on all saves.\nIf its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half).\nA greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign's creator).\nIt can be disarmed with a successful DC 31 Disable Device check.\nMaterial Component: A crushed emerald worth at least 500 gp.","short_description":"This spell functions like sign of sealing, except that it can also be used to seal an open space (suc...","material_components":"0","name":"Sign of Sealing, Greater","level":"Sorcerer 6 \/ Wizard 6","full_text":"<div><p><h5>Sign of Sealing, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Abjuration<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass.<br \/>In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and gaining 5 hit points per caster level.<br \/>Any object protected by the sign is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on all saves.<br \/>If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half).<br \/>A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign&#39;s creator).<br \/>It can be disarmed with a successful DC 31 Disable Device check.<br \/>Material Component: A crushed emerald worth at least 500 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"A line between two creatures","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"You create natural conductivity between two creatures, and a bolt of electricity arcs between them.\nThis bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.\nBoth creatures must be in range, and you must be able to target them (as if this spell had them as its targets).\nDraw the line from any corner in one creature's space to any corner in the other's space.\nArcane Material Component: Two small iron rods.","short_description":"You create natural conductivity between two creatures, and a bolt of electricity arcs between them.","material_components":"0","name":"Arc of Lightning","level":"Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Wu Jen 5","full_text":"<div><p><h5>Arc of Lightning<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Druid 4 \/ Sorcerer 5 \/ Wizard 5 \/ Warmage 5 \/ Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create natural conductivity between two creatures, and a bolt of electricity arcs between them.<br \/>This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.<br \/>Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets).<br \/>Draw the line from any corner in one creature&#39;s space to any corner in the other&#39;s space.<br \/>Arcane Material Component: Two small iron rods.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"One creature","effect":"","area":"","duration":"1 round\/level","saving_throw":"Reflex partial","spell_resistance":"No","description":"You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creature.\nThe victim must succeed on a Reflex save or be immobilized (helpless).\nIf the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled).\nA creature immobilized by the bands can attempt escape as a fullround action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18).\nAn entangled creature can use a full-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check.\nLarge or larger creatures are too big to be captured or impeded by the bands.\nMaterial Component: Three small silver hoops, interlocked.","short_description":"You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creatu...","material_components":"0","name":"Bands of Steel","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Bands of Steel<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creature.<br \/>The victim must succeed on a Reflex save or be immobilized (helpless).<br \/>If the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled).<br \/>A creature immobilized by the bands can attempt escape as a fullround action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18).<br \/>An entangled creature can use a full-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check.<br \/>Large or larger creatures are too big to be captured or impeded by the bands.<br \/>Material Component: Three small silver hoops, interlocked.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V","casting_time":"1 swift action","range":"Touch","target":"Up to two melee weapons you are wielding","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"No","description":"Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents.\nYour melee weapons each deal an extra 1d6 points of fire damage.\nThis damage stacks with any energy damage your weapons already deal.","short_description":"Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your oppo...","material_components":"0","name":"Blades of Fire","level":"Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2","full_text":"<div><p><h5>Blades of Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Ranger 2 \/ Sorcerer 2 \/ Wizard 2 \/ Warmage 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents.<br \/>Your melee weapons each deal an extra 1d6 points of fire damage.<br \/>This damage stacks with any energy damage your weapons already deal.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"60 ft.","target":"","effect":"","area":"Cone-shaped burst","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"No","description":"Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.\nMaterial Component: A bit of wick soaked in oil.","short_description":"Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creatu...","material_components":"0","name":"Blast of Flame","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Blast of Flame<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>60 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.<br \/>Material Component: A bit of wick soaked in oil.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"10 ft.","target":"","effect":"One duplicate\/5 levels","area":"","duration":"1 minute","saving_throw":"None","spell_resistance":"No","description":"This spell creates one or more indistinguishable duplicates of you, all of which share your ability scores, personality, class levels, skills, feats, and memories.\nThey carry the same arms, armor, and equipment as you do (but only have mundane versions of any magic gear), and they cannot cast spells or use any spell completion or spell trigger items.\nThey are friendly toward each other and your companions and will follow any order you give them (even actions that you wouldn't normally do yourself, such as charging a dragon or jumping off a cliff).\nThe duplicates you create each have one-quarter of your hit point total at the time of casting and take damage as normal in combat.\nIf a duplicate is slain, it disappears and you take 10 points of damage.\nAt the end of the spell's duration, all remaining duplicates (and any equipment created with them) disappear without dealing damage to you.\nMaterial Component: A few of your hairs, fingernail parings, or flakes of skin.","short_description":"This spell creates one or more indistinguishable duplicates of you, all of which share your ability s...","material_components":"0","name":"Body Outside Body","level":"Wu Jen 7","full_text":"<div><p><h5>Body Outside Body<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One duplicate\/5 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates one or more indistinguishable duplicates of you, all of which share your ability scores, personality, class levels, skills, feats, and memories.<br \/>They carry the same arms, armor, and equipment as you do (but only have mundane versions of any magic gear), and they cannot cast spells or use any spell completion or spell trigger items.<br \/>They are friendly toward each other and your companions and will follow any order you give them (even actions that you wouldn&#39;t normally do yourself, such as charging a dragon or jumping off a cliff).<br \/>The duplicates you create each have one-quarter of your hit point total at the time of casting and take damage as normal in combat.<br \/>If a duplicate is slain, it disappears and you take 10 points of damage.<br \/>At the end of the spell&#39;s duration, all remaining duplicates (and any equipment created with them) disappear without dealing damage to you.<br \/>Material Component: A few of your hairs, fingernail parings, or flakes of skin.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Personal and touch","target":"You and other touched willing creatures","effect":"","area":"","duration":"10 minutes (D)","saving_throw":"","spell_resistance":"","description":"When the spell is cast, you and any willing creatures you touch lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire.\nYou can bring one Medium or smaller creature (carrying gear and objects up to its maximum load) per four caster levels.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nA cloud chariot flies at 10 miles per minute, so that you can cover a distance of 100 miles over the spell's full duration.\nYou and your passengers feel none of the effects of this swift movement, though, and the ride is perfectly steady and calm in even the worst weather.\nWhen the spell is dismissed, the cloud settles gently to the ground and dissipates.\nShould the spell duration expire while a cloud chariot is still aloft, the magic fails slowly, with cloud and riders floating downward 60 feet per round for 1d6 rounds.\nIf the cloud reaches the ground in that amount of time, it lands safely.\nIf not, it falls the rest of the distance, and all creatures riding in it take falling damage.\nA cloud chariot descends slowly if the spell is dispelled, but not if it is negated by an antimagic field.\nMaterial Component: A small ball of cotton.","short_description":"When the spell is cast, you and any willing creatures you touch lift into the air on a magic chariot ...","material_components":"0","name":"Cloud Chariot","level":"Wu Jen 8","full_text":"<div><p><h5>Cloud Chariot<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal and touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes (D)<br\/><\/td><\/tr><\/table><p>\t<p>When the spell is cast, you and any willing creatures you touch lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire.<br \/>You can bring one Medium or smaller creature (carrying gear and objects up to its maximum load) per four caster levels.<br \/>A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.<br \/>A cloud chariot flies at 10 miles per minute, so that you can cover a distance of 100 miles over the spell&#39;s full duration.<br \/>You and your passengers feel none of the effects of this swift movement, though, and the ride is perfectly steady and calm in even the worst weather.<br \/>When the spell is dismissed, the cloud settles gently to the ground and dissipates.<br \/>Should the spell duration expire while a cloud chariot is still aloft, the magic fails slowly, with cloud and riders floating downward 60 feet per round for 1d6 rounds.<br \/>If the cloud reaches the ground in that amount of time, it lands safely.<br \/>If not, it falls the rest of the distance, and all creatures riding in it take falling damage.<br \/>A cloud chariot descends slowly if the spell is dispelled, but not if it is negated by an antimagic field.<br \/>Material Component: A small ball of cotton.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Ghostly hand and candle","area":"","duration":"1 min.\/level (D); see text","saving_throw":"None","spell_resistance":"No","description":"A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire--forward or back, up or down, straight or around corners at up to 50 feet per round (no concentration required).\nThe hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings.\nAs well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines.\nEthereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only concealment (20% miss chance) and lose their bonus on attack rolls from invisibility when they are within 5 feet of the candle.\nThe ghostly radiance also makes immaterial creatures and items slightly material, so that incorporeal creatures within 5 feet of a corpse candle have only a 30% chance to avoid damage from corporeal creatures (though all other benefits of being incorporeal are retained).\nThe hand is Diminutive, has 1 hit point per caster level, and has AC 14 + a deflection bonus equal to your Charisma modifier.\nIt makes saves as you do but is immune to spells that don't cause damage.\nThe spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell's range.\nMaterial Component: A piece of a corpse untreated by any kind of preservative.","short_description":"A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius...","material_components":"0","name":"Corpse Candle","level":"Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3","full_text":"<div><p><h5>Corpse Candle<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Ghostly hand and candle<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level (D); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire&#8212;forward or back, up or down, straight or around corners at up to 50 feet per round (no concentration required).<br \/>The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings.<br \/>As well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines.<br \/>Ethereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only concealment (20% miss chance) and lose their bonus on attack rolls from invisibility when they are within 5 feet of the candle.<br \/>The ghostly radiance also makes immaterial creatures and items slightly material, so that incorporeal creatures within 5 feet of a corpse candle have only a 30% chance to avoid damage from corporeal creatures (though all other benefits of being incorporeal are retained).<br \/>The hand is Diminutive, has 1 hit point per caster level, and has AC 14 + a deflection bonus equal to your Charisma modifier.<br \/>It makes saves as you do but is immune to spells that don&#39;t cause damage.<br \/>The spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell&#39;s range.<br \/>Material Component: A piece of a corpse untreated by any kind of preservative.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Fog spreads in 20-ft. radius, 20 ft. high","area":"","duration":"1 min.\/level","saving_throw":"None","spell_resistance":"No","description":"A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet.\nCreatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment.\nEach round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it.\nThe freezing 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 all melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls).\nA 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 distance by 10 feet.\nFreezing 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 successful Reflex save or fall.\nA creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.\nCreatures in a freezing fog can't take a 5-foot step.\nA severe wind (31+ mph) disperses the cloud in 1 round.\nThe spell does not function underwater.","short_description":"A bank of freezing mist billows out from the point you designate, obscuring all sight (including dark...","material_components":"0","name":"Freezing Fog","level":"Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Freezing Fog<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Fog spreads in 20-ft. radius, 20 ft. high<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet.<br \/>Creatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment.<br \/>Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it.<br \/>The freezing 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 all melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls).<br \/>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 distance by 10 feet.<br \/>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 successful Reflex save or fall.<br \/>A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.<br \/>Creatures in a freezing fog can&#39;t take a 5-foot step.<br \/>A severe wind (31+ mph) disperses the cloud in 1 round.<br \/>The spell does not function underwater.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"Cylinder (5-ft. radius, 40 ft. high)","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.\nMaterial Component: A piece of jade worth 5 gp.","short_description":"You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatur...","material_components":"0","name":"Hail of Stone","level":"Wu Jen 1 \/ Warmage 1","full_text":"<div><p><h5>Hail of Stone<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.<br \/>Material Component: A piece of jade worth 5 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"One icy missile","area":"","duration":"Instantaneous","saving_throw":"See text","spell_resistance":"Yes","description":"A magical shard of ice blasts from your hand and speeds to its target.\nYou must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels).\nIf it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save).\nCreatures that have immunity to cold damage also take no Dexterity damage automatically.\nA knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, page 158 of the Player's Handbook, to determine where the shard hits).\nThe icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).\nMaterial Component: A drop of water or piece of ice.","short_description":"A magical shard of ice blasts from your hand and speeds to its target.","material_components":"0","name":"Ice Knife","level":"Assassin 2 \/ Wu Jen 2 \/ Warmage 2","full_text":"<div><p><h5>Ice Knife<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Wu Jen 2 \/ Warmage 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One icy missile<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A magical shard of ice blasts from your hand and speeds to its target.<br \/>You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels).<br \/>If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save).<br \/>Creatures that have immunity to cold damage also take no Dexterity damage automatically.<br \/>A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, page 158 of the Player&#39;s Handbook, to determine where the shard hits).<br \/>The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).<br \/>Material Component: A drop of water or piece of ice.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, AF","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"20-ft.-square structure","area":"","duration":"24 hours","saving_throw":"None","spell_resistance":"No","description":"As Leomund's secure shelter (see page 247 of the Player's Handbook), except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate.\nIt might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree.\nThe hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.\nAt any distance of more than 30 feet, the lodge is indistinguishable from natural terrain.\nAny creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.\nFocus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see the Leomund's secure shelter description for more information).","short_description":"As Leomund's secure shelter (see page 247 of the Player's Handbook), except that the hidden lodge is ...","material_components":"0","name":"Leomund's Hidden Lodge","level":"Bard 5 \/ Sorcerer 5 \/ Wizard 5","full_text":"<div><p><h5>Leomund's Hidden Lodge<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 5 \/ Sorcerer 5 \/ Wizard 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>20-ft.-square structure<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>24 hours<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>As Leomund&#39;s secure shelter (see page 247 of the Player&#39;s Handbook), except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate.<br \/>It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree.<br \/>The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.<br \/>At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain.<br \/>Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.<br \/>Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see the Leomund&#39;s secure shelter description for more information).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 hour\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"No","description":"This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.\nMaterial Component: A tiny platinum shield worth 25 gp.","short_description":"This spell functions like mage armor, except that its tangible field of force provides a +6 armor bon...","material_components":"0","name":"Mage Armor, Greater","level":"Sorcerer 3 \/ Wizard 3","full_text":"<div><p><h5>Mage Armor, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.<br \/>Material Component: A tiny platinum shield worth 25 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of acid","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6).\nYou must succeed on a ranged touch attack to hit your target.\nA creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1 round.\nA successful Fortitude save negates the sickened effect but does not reduce the damage.","short_description":"An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid ...","material_components":"0","name":"Orb of Acid","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Acid<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6).<br \/>You must succeed on a ranged touch attack to hit your target.<br \/>A creature struck by the orb takes damage and becomes sickened by the acid&#39;s noxious fumes for 1 round.<br \/>A successful Fortitude save negates the sickened effect but does not reduce the damage.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of acid","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.\nYou must succeed on a ranged touch attack to hit your target.\nFor every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.","short_description":"An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid ...","material_components":"0","name":"Orb of Acid, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Orb of Acid, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of acid<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.<br \/>You must succeed on a ranged touch attack to hit your target.<br \/>For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of cold","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"This spell functions like orb of acid, except that it deals cold damage.\nIn addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round instead of being sickened.","short_description":"This spell functions like orb of acid, except that it deals cold damage.","material_components":"0","name":"Orb of Cold","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Cold<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of cold<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like orb of acid, except that it deals cold damage.<br \/>In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round instead of being sickened.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of cold","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser orb of acid, except that it deals cold damage.","short_description":"This spell functions like lesser orb of acid, except that it deals cold damage.","material_components":"0","name":"Orb of Cold, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Orb of Cold, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of cold<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser orb of acid, except that it deals cold damage.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of electricity","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"This spell functions like orb of acid, except that it deals electricity damage.\nIn addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.","short_description":"This spell functions like orb of acid, except that it deals electricity damage.","material_components":"0","name":"Orb of Electricity","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Electricity<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of electricity<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like orb of acid, except that it deals electricity damage.<br \/>In addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of electricity","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser orb of acid, except that it deals electricity damage.","short_description":"This spell functions like lesser orb of acid, except that it deals electricity damage.","material_components":"0","name":"Orb of Electricity, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Orb of Electricity, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of electricity<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser orb of acid, except that it deals electricity damage.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of fire","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"This spell functions like orb of acid, except that it deals fire damage.\nIn addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.","short_description":"This spell functions like orb of acid, except that it deals fire damage.","material_components":"0","name":"Orb of Fire","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Fire<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of fire<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like orb of acid, except that it deals fire damage.<br \/>In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of fire","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser orb of acid, except it deals fire damage.","short_description":"This spell functions like lesser orb of acid, except it deals fire damage.","material_components":"0","name":"Orb of Fire, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Orb of Fire, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of fire<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser orb of acid, except it deals fire damage.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One orb of force","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"No","description":"You create a globe of force 3 inches across, which streaks from your palm toward your target.\nYou must succeed on a ranged touch attack to hit the target.\nThe orb deals a total of 1d6 points of damage per caster level (maximum 10d6).","short_description":"You create a globe of force 3 inches across, which streaks from your palm toward your target.","material_components":"0","name":"Orb of Force","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Force<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of force<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You create a globe of force 3 inches across, which streaks from your palm toward your target.<br \/>You must succeed on a ranged touch attack to hit the target.<br \/>The orb deals a total of 1d6 points of damage per caster level (maximum 10d6).<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"One orb of sonic energy","area":"","duration":"Instantaneous","saving_throw":"Fortitude partial","spell_resistance":"No","description":"This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4).\nIn addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being sickened.","short_description":"This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (max...","material_components":"0","name":"Orb of Sound","level":"Sorcerer 4 \/ Wizard 4 \/ Warmage 4","full_text":"<div><p><h5>Orb of Sound<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4 \/ Warmage 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of sonic energy<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4).<br \/>In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being sickened.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"","casting_time":"","range":"","target":"","effect":"One orb of sonic energy","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.","short_description":"This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an add...","material_components":"0","name":"Orb of Sound, Lesser","level":"Sorcerer 1 \/ Wizard 1 \/ Warmage 1","full_text":"<div><p><h5>Orb of Sound, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 1 \/ Wizard 1 \/ Warmage 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One orb of sonic energy<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Healing","components":"V, S, M, AF","casting_time":"1 round","range":"Touch","target":"Creature touched","effect":"","area":"","duration":"1 day\/level","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"You restore a semblance of life to a deceased creature, putting the reanimated subject in a state of half life but not fully binding the soul back into the body.\nCreatures that have been dead no more than one day per caster level can be reanimated so long as their souls are free and willing to return (see Bringing Back the Dead, page 171 of the Player's Handbook).\nThe reanimated creature has 1 hit point and can take only a single move action each round (and so is unable to attack, use spells, or activate magic items).\nIts speech (if it could speak while alive) is slow and slurred, and the creature's memory is cloudy, making it difficult for the subject to remember even the basic details of its past life.\nIf left unwatched, the creature is prone to wander off randomly.\nIt can gain temporary hit points but cannot increase its 1 hit point by means of a Constitution increase or any other method (though if it is wounded, healing can bring the creature back to 1 hit point again).\nThe creature can be killed again (and reanimated again if possible), and can be restored to full life by any spell that would restore a fully dead creature to life (such as raise dead).\nAs with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead, and the reanimated body does not decay.\nA reanimated creature is not undead, and it cannot be turned, harmed by positive energy or holy water, or healed by negative energy.\nA greater restoration spell fully restores the creature's memory but does not improve its physical state.\nMaterial Component: A white shawl and incense.\nFocus: A golden amulet shaped like a phoenix.","short_description":"You restore a semblance of life to a deceased creature, putting the reanimated subject in a state of ...","material_components":"0","name":"Reanimation","level":"Wu Jen 7","full_text":"<div><p><h5>Reanimation<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Healing)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 day\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>You restore a semblance of life to a deceased creature, putting the reanimated subject in a state of half life but not fully binding the soul back into the body.<br \/>Creatures that have been dead no more than one day per caster level can be reanimated so long as their souls are free and willing to return (see Bringing Back the Dead, page 171 of the Player&#39;s Handbook).<br \/>The reanimated creature has 1 hit point and can take only a single move action each round (and so is unable to attack, use spells, or activate magic items).<br \/>Its speech (if it could speak while alive) is slow and slurred, and the creature&#39;s memory is cloudy, making it difficult for the subject to remember even the basic details of its past life.<br \/>If left unwatched, the creature is prone to wander off randomly.<br \/>It can gain temporary hit points but cannot increase its 1 hit point by means of a Constitution increase or any other method (though if it is wounded, healing can bring the creature back to 1 hit point again).<br \/>The creature can be killed again (and reanimated again if possible), and can be restored to full life by any spell that would restore a fully dead creature to life (such as raise dead).<br \/>As with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead, and the reanimated body does not decay.<br \/>A reanimated creature is not undead, and it cannot be turned, harmed by positive energy or holy water, or healed by negative energy.<br \/>A greater restoration spell fully restores the creature&#39;s memory but does not improve its physical state.<br \/>Material Component: A white shawl and incense.<br \/>Focus: A golden amulet shaped like a phoenix.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 min.\/level","saving_throw":"","spell_resistance":"","description":"This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round at the end of your turn, starting the round in which you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.\n\nThe blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.\n\n_Material Component:_ A small dagger.","short_description":"This spell conjures a horizontal ring of swirling metal blades around you.","material_components":"0","name":"Ring of Blades","level":"Cleric 3 \/ Warmage 3","full_text":"<div><p><h5>Ring of Blades<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 3 \/ Warmage 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round at the end of your turn, starting the round in which you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area.<\/p>\n\n\t<p>The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.<\/p>\n\n\t<p><em>Material Component:<\/em> A small dagger.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"Invisible, mindless, shapeless servants","area":"","duration":"1 hour\/level","saving_throw":"None","spell_resistance":"No","description":"This spell creates a number of unseen servants (see page 297 of the Player's Handbook), up to a maximum of 2d6 +1 servant per level (maximum +15).\nMaterial Component: A small stick crossbar to which many lengths of knotted thread are attached.","short_description":"This spell creates a number of unseen servants (see page 297 of the Player's Handbook), up to a maxim...","material_components":"0","name":"Servant Horde","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Servant Horde<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Invisible, mindless, shapeless servants<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates a number of unseen servants (see page 297 of the Player&#39;s Handbook), up to a maximum of 2d6 +1 servant per level (maximum +15).<br \/>Material Component: A small stick crossbar to which many lengths of knotted thread are attached.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"2-ft.-radius sphere","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"You conjure a featureless black sphere of nothingness that disintegrates virtually anything it touches.\nThe sphere flies up to 30 feet per round, and you must make a ranged touch attack against the single creature or object you wish to target.\nThe sphere stops moving during the round when it attacks, and you must actively direct it to a new target as a move action.\nWhen struck by the sphere, a target takes 2d6 points of damage per caster level (maximum 40d6).\nAny creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected).\nWhen used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter.\nA creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.\nIf this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated.\nThe effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate.\nIf the sphere exceeds the spell's range, it winks out.\nMaterial Component: A pinch of dust from a disintegrated creature.","short_description":"You conjure a featureless black sphere of nothingness that disintegrates virtually anything it touche...","material_components":"0","name":"Sphere of Ultimate Destruction","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Sphere of Ultimate Destruction<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>2-ft.-radius sphere<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a featureless black sphere of nothingness that disintegrates virtually anything it touches.<br \/>The sphere flies up to 30 feet per round, and you must make a ranged touch attack against the single creature or object you wish to target.<br \/>The sphere stops moving during the round when it attacks, and you must actively direct it to a new target as a move action.<br \/>When struck by the sphere, a target takes 2d6 points of damage per caster level (maximum 40d6).<br \/>Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected).<br \/>When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter.<br \/>A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.<br \/>If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated.<br \/>The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate.<br \/>If the sphere exceeds the spell&#39;s range, it winks out.<br \/>Material Component: A pinch of dust from a disintegrated creature.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"Up to 16 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 16.\nIf you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.","short_description":"As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the...","material_components":"0","name":"Spirit Binding","level":"Wu Jen 6","full_text":"<div><p><h5>Spirit Binding<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 16.<br \/>If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"","casting_time":"","range":"","target":"Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 24.\nIf you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.","short_description":"As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the...","material_components":"0","name":"Spirit Binding, Greater","level":"Wu Jen 8","full_text":"<div><p><h5>Spirit Binding, Greater<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 8<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td><br\/><\/td><\/tr><\/table><p>\t<p>As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 24.<br \/>If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Calling","components":"V, S","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels); see text","target":"One spirit of up to 8 HD","effect":"","area":"","duration":"Instantaneous","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell functions as lesser planar binding (see page 262 of the Player's Handbook), except that it allows you to call and trap a single spirit creature of up to 8 Hit Dice.\nWhen you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.","short_description":"This spell functions as lesser planar binding (see page 262 of the Player's Handbook), except that it...","material_components":"0","name":"Spirit Binding, Lesser","level":"Wu Jen 4","full_text":"<div><p><h5>Spirit Binding, Lesser<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Calling)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels); see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions as lesser planar binding (see page 262 of the Player&#39;s Handbook), except that it allows you to call and trap a single spirit creature of up to 8 Hit Dice.<br \/>When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Summoning","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"One summoned elemental monolith","area":"","duration":"Concentration, up to 1 round\/level (D)","saving_throw":"None","spell_resistance":"No","description":"You conjure a tremendously powerful creature known as an elemental monolith (see page 156).\nIt appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability.\nIf you speak the elemental monolith's language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions.\nThe monolith can't be summoned into an environment hostile to it in any way (for example, you couldn't summon a fire monolith underwater or an earth monolith high in mid-air).\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.\nArcane Material Component: A gem worth 100 gp--\naquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.","short_description":"You conjure a tremendously powerful creature known as an elemental monolith (see page 156).","material_components":"0","name":"Summon Elemental Monolith","level":"Cleric 9 \/ Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9","full_text":"<div><p><h5>Summon Elemental Monolith<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Summoning)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 9 \/ Druid 9 \/ Sorcerer 9 \/ Wizard 9 \/ Wu Jen 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One summoned elemental monolith<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Concentration, up to 1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a tremendously powerful creature known as an elemental monolith (see page 156).<br \/>It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability.<br \/>If you speak the elemental monolith&#39;s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions.<br \/>The monolith can&#39;t be summoned into an environment hostile to it in any way (for example, you couldn&#39;t summon a fire monolith underwater or an earth monolith high in mid-air).<br \/>When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.<br \/>Arcane Material Component: A gem worth 100 gp&#8212;<br \/>aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 standard action","range":"Long (400 ft. + 40 ft.\/level)","target":"","effect":"","area":"10-ft.-radius burst","duration":"Instantaneous; see text","saving_throw":"Reflex negates and Reflex half; see text","spell_resistance":"No","description":"You conjure a sizzling emerald sphere that drenches all within the area with a potent acid.\nAffected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).\nBoth rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.\nMaterial Component: A tiny glass vial filled with aqua regia.","short_description":"You conjure a sizzling emerald sphere that drenches all within the area with a potent acid.","material_components":"0","name":"Vitriolic Sphere","level":"Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5","full_text":"<div><p><h5>Vitriolic Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex negates and Reflex half; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You conjure a sizzling emerald sphere that drenches all within the area with a potent acid.<br \/>Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).<br \/>Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.<br \/>Material Component: A tiny glass vial filled with aqua regia.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Conjuration","subschool":"Creation","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Wall whose area is up to one 10-ft. square\/level","area":"","duration":"10 minutes","saving_throw":"None","spell_resistance":"No","description":"This spell causes a wall of bones to erupt from the earth.\nThe wall can be whatever shape you desire as long as its base is solidly on the ground, but it cannot be conjured so that it occupies the same space as a creature or another object.\nThough solid, the wall has many small openings and gaps, and creatures on either side have cover and concealment against attacks from the opposite side.\nA wall of bones can be passed through as a full-round action, but its sharp spikes and edges deal 1d8 points of damage to any Small or Medium creature that attempts to do so.\nSmall creatures can slip and wriggle through the wall at will, but a Medium creature must make a successful DC 20 Escape Artist check.\nFailure means that a creature takes damage as normal and becomes stuck in the wall.\nIt must make another move attempt the following round to either pass through the wall or pull back from it (taking damage from the movement either way).\nTiny or smaller creatures can slip freely through the wall at half speed, and Large or larger creatures cannot pass through it but might be able to break through (see below) or climb over, taking no damage.\nAny creature trapped in the wall can choose to remain motionless until the spell expires to avoid taking any more damage.\nThe wall is 6 inches thick per caster level.\nEach 5-foot square has 10 hit points per 6 inches of thickness, but the wall takes only half damage from slashing or piercing weapons.\nA creature can make a Strength check (DC 15 + 2 per caster level, maximum + 10) to break through the wall with a single attack.\nThe wall is composed of bones of many different types of creatures, fused at bizarre angles, but it cannot be animated by an animate dead spell nor communicated with via speak with dead.\nMaterial Component: A withered tree branch taken from a cemetery.","short_description":"This spell causes a wall of bones to erupt from the earth.","material_components":"0","name":"Wall of Bones","level":"Wu Jen 4","full_text":"<div><p><h5>Wall of Bones<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Conjuration (Creation)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Wall whose area is up to one 10-ft. square\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes a wall of bones to erupt from the earth.<br \/>The wall can be whatever shape you desire as long as its base is solidly on the ground, but it cannot be conjured so that it occupies the same space as a creature or another object.<br \/>Though solid, the wall has many small openings and gaps, and creatures on either side have cover and concealment against attacks from the opposite side.<br \/>A wall of bones can be passed through as a full-round action, but its sharp spikes and edges deal 1d8 points of damage to any Small or Medium creature that attempts to do so.<br \/>Small creatures can slip and wriggle through the wall at will, but a Medium creature must make a successful DC 20 Escape Artist check.<br \/>Failure means that a creature takes damage as normal and becomes stuck in the wall.<br \/>It must make another move attempt the following round to either pass through the wall or pull back from it (taking damage from the movement either way).<br \/>Tiny or smaller creatures can slip freely through the wall at half speed, and Large or larger creatures cannot pass through it but might be able to break through (see below) or climb over, taking no damage.<br \/>Any creature trapped in the wall can choose to remain motionless until the spell expires to avoid taking any more damage.<br \/>The wall is 6 inches thick per caster level.<br \/>Each 5-foot square has 10 hit points per 6 inches of thickness, but the wall takes only half damage from slashing or piercing weapons.<br \/>A creature can make a Strength check (DC 15 + 2 per caster level, maximum + 10) to break through the wall with a single attack.<br \/>The wall is composed of bones of many different types of creatures, fused at bizarre angles, but it cannot be animated by an animate dead spell nor communicated with via speak with dead.<br \/>Material Component: A withered tree branch taken from a cemetery.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S","casting_time":"1 swift action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"This spell enables you to divine the exact nature and vulnerabilities of a single creature's magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance.\nAssay resistance is effective only against one specific creature per casting, and you must be able to see the creature when you cast the spell.","short_description":"This spell enables you to divine the exact nature and vulnerabilities of a single creature's magical ...","material_components":"0","name":"Assay Resistance","level":"Cleric 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Assay Resistance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 swift action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>This spell enables you to divine the exact nature and vulnerabilities of a single creature&#39;s magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance.<br \/>Assay resistance is effective only against one specific creature per casting, and you must be able to see the creature when you cast the spell.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M, XP","casting_time":"","range":"","target":"One spirit","effect":"","area":"","duration":"","saving_throw":"","spell_resistance":"","description":"As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.\nMaterial Component: Incense and a small offering worth 25 gp.\nXP Cost: 100 XP.","short_description":"As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Di...","material_components":"0","name":"Commune With Greater Spirit","level":"Wu Jen 7","full_text":"<div><p><h5>Commune With Greater Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M, XP<br\/><\/td><\/tr><\/table><p>\t<p>As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.<br \/>Material Component: Incense and a small offering worth 25 gp.<br \/>XP Cost: 100 XP.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"10 minutes","range":"10 ft.","target":"One lesser spirit","effect":"","area":"","duration":"1 min.\/level","saving_throw":"Will negates; see text","spell_resistance":"No","description":"You contact any local spirit creature with 4 or fewer Hit Dice and can ask it up to one question per two caster levels.\nYou must know the identity of the spirit, and you must be within 10 feet of the spirit's location.\nThe spirit's knowledge is limited to matters within its immediate area (so that the spirit of a great tree in a village cannot answer questions about events outside the village, for example), and you must ask questions that could typically have one-word answers.\nUnclear is a legitimate answer, because spirits are not necessarily omniscient, but in cases where a one-word answer would be misleading or contrary to the spirit's interests, the DM can respond with a short phrase (five words or less) instead.\nIf the spirit has been subject to commune with lesser spirit (or commune with greater spirit) within the past week, this spell fails.\nAs well, if the spirit's alignment is different from yours, it gets a Will save to resist the spell.\nUnasked questions are wasted if the spell's duration expires.\nMaterial Component: Incense and a small offering worth 10 gp.","short_description":"You contact any local spirit creature with 4 or fewer Hit Dice and can ask it up to one question per ...","material_components":"0","name":"Commune With Lesser Spirit","level":"Wu Jen 3","full_text":"<div><p><h5>Commune With Lesser Spirit<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>10 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 min.\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>You contact any local spirit creature with 4 or fewer Hit Dice and can ask it up to one question per two caster levels.<br \/>You must know the identity of the spirit, and you must be within 10 feet of the spirit&#39;s location.<br \/>The spirit&#39;s knowledge is limited to matters within its immediate area (so that the spirit of a great tree in a village cannot answer questions about events outside the village, for example), and you must ask questions that could typically have one-word answers.<br \/>&quot;Unclear&quot; is a legitimate answer, because spirits are not necessarily omniscient, but in cases where a one-word answer would be misleading or contrary to the spirit&#39;s interests, the DM can respond with a short phrase (five words or less) instead.<br \/>If the spirit has been subject to commune with lesser spirit (or commune with greater spirit) within the past week, this spell fails.<br \/>As well, if the spirit&#39;s alignment is different from yours, it gets a Will save to resist the spell.<br \/>Unasked questions are wasted if the spell&#39;s duration expires.<br \/>Material Component: Incense and a small offering worth 10 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","casting_time":"1 round","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"By taking a standard action to concentrate, you can see the true form of creatures within 60 feet.\nEach round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is.\nIf you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can't determine what other forms it might be capable of assuming.\nFor the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or\nextraordinary ability that allows it to assume an alternate form.\nA wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).\nMaterial Component: A balm of honey and lotus flower, smeared on your eyelids.","short_description":"By taking a standard action to concentrate, you can see the true form of creatures within 60 feet.","material_components":"0","name":"Discern Shapechanger","level":"Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3","full_text":"<div><p><h5>Discern Shapechanger<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 3 \/ Wizard 3 \/ Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>By taking a standard action to concentrate, you can see the true form of creatures within 60 feet.<br \/>Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is.<br \/>If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can&#39;t determine what other forms it might be capable of assuming.<br \/>For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or<br \/>extraordinary ability that allows it to assume an alternate form.<br \/>A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).<br \/>Material Component: A balm of honey and lotus flower, smeared on your eyelids.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Divination","subschool":"","components":"V, S, M","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":"When you cast this spell, you negatively influence the randomness of fortune for the target.\nWhenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.\nA creature carrying a stone of good luck is immune to the effect of unluck, but the stone's effects do not function for the duration of the spell if the creature fails its save.\nMaterial Component: A piece of a broken mirror.","short_description":"When you cast this spell, you negatively influence the randomness of fortune for the target.","material_components":"0","name":"Unluck","level":"Bard 4 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Unluck<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Divination<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Bard 4 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you negatively influence the randomness of fortune for the target.<br \/>Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.<br \/>A creature carrying a stone of good luck is immune to the effect of unluck, but the stone&#39;s effects do not function for the duration of the spell if the creature fails its save.<br \/>Material Component: A piece of a broken mirror.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"10 minutes","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One living creature","effect":"","area":"","duration":"Permanent","saving_throw":"Will negates","spell_resistance":"Yes","description":"You can selectively destroy, alter, or implant memories in the target creature as you see fit.\nCasting the spell gives you access to all of the subject's thoughts and memories, allowing you to implement as many of the following specific effects as you like.\nMemory Erasure: Any or all memories possessed by the subject can be erased, including knowledge of specific events, people, or places.\nMemory Implant: You can create false memories in the subject's mind as you see fit.\nMemories of being friends with a hated enemy, events that didn't really take place, or betrayals by people the subject regards as friends could all be implanted.\nNegative Levels: You can bestow a number of negative levels equal to 1\/2 the subject's character level or less.\nThis effect represents erasure of class knowledge and training.\nThese negative levels never become permanent level loss, but they cannot be removed by spells such as restoration,\nremaining in effect as long as the subject is under the effect of this spell.\nPersona Rebuilding: By erasing the subject's previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits.\nSome class abilities are affected by alignment changes.\nProgrammed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination.\nSimilarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.\nThe nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is.\nFor example, a paladin subject to a persona rebuilding that changes her alignment to neutral loses her paladin abilities.\nUnless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her amnesia) that could negate the spell's effect (see below).\nGenerally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting.\nProgrammed amnesia is normally permanent unless you care to specify events that will end the effect.\nIts effect can also be removed by a greater restoration or wish spell.\nMaterial Component: A set of small crystal lenses set in gold loops worth 500 gp.","short_description":"You can selectively destroy, alter, or implant memories in the target creature as you see fit.","material_components":"0","name":"Programmed Amnesia","level":"Sorcerer 9 \/ Wizard 9","full_text":"<div><p><h5>Programmed Amnesia<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 9 \/ Wizard 9<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>10 minutes<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Permanent<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>You can selectively destroy, alter, or implant memories in the target creature as you see fit.<br \/>Casting the spell gives you access to all of the subject&#39;s thoughts and memories, allowing you to implement as many of the following specific effects as you like.<br \/>Memory Erasure: Any or all memories possessed by the subject can be erased, including knowledge of specific events, people, or places.<br \/>Memory Implant: You can create false memories in the subject&#39;s mind as you see fit.<br \/>Memories of being friends with a hated enemy, events that didn&#39;t really take place, or betrayals by people the subject regards as friends could all be implanted.<br \/>Negative Levels: You can bestow a number of negative levels equal to 1\/2 the subject&#39;s character level or less.<br \/>This effect represents erasure of class knowledge and training.<br \/>These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration,<br \/>remaining in effect as long as the subject is under the effect of this spell.<br \/>Persona Rebuilding: By erasing the subject&#39;s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits.<br \/>Some class abilities are affected by alignment changes.<br \/>Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination.<br \/>Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.<br \/>The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is.<br \/>For example, a paladin subject to a persona rebuilding that changes her alignment to neutral loses her paladin abilities.<br \/>Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her &quot;amnesia&quot;) that could negate the spell&#39;s effect (see below).<br \/>Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting.<br \/>Programmed amnesia is normally permanent unless you care to specify events that will end the effect.<br \/>Its effect can also be removed by a greater restoration or wish spell.<br \/>Material Component: A set of small crystal lenses set in gold loops worth 500 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Enchantment","subschool":"","components":"AF","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One intelligent creature","effect":"","area":"","duration":"1 round","saving_throw":"None","spell_resistance":"Yes (harmless)","description":"Using nonverbal means, you can communicate a simple message to one other intelligent creature within range.\nBy simply waving a hand, placing a scroll on a table, raising an eyebrow, or making any other sign, the spell allows the target to understand any complete thought of twenty-five words or less, so long as you and the target could normally communicate.\nYou can't send a verbal message if you don't speak the target's language, but can transmit a simple emotional appeal (such as help or danger) that the recipient knows is from you.\nYou can use this spell even if you are bound and gagged, so long as the focus is on your person.\nFocus: A small glass cone.","short_description":"Using nonverbal means, you can communicate a simple message to one other intelligent creature within ...","material_components":"0","name":"Secret Signs","level":"Wu Jen 1","full_text":"<div><p><h5>Secret Signs<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>Using nonverbal means, you can communicate a simple message to one other intelligent creature within range.<br \/>By simply waving a hand, placing a scroll on a table, raising an eyebrow, or making any other sign, the spell allows the target to understand any complete thought of twenty-five words or less, so long as you and the target could normally communicate.<br \/>You can&#39;t send a verbal message if you don&#39;t speak the target&#39;s language, but can transmit a simple emotional appeal (such as &quot;help&quot; or &quot;danger&quot;) that the recipient knows is from you.<br \/>You can use this spell even if you are bound and gagged, so long as the focus is on your person.<br \/>Focus: A small glass cone.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Enchantment","subschool":"Compulsion","components":"V, S, M","casting_time":"1 round","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"","area":"One or more humanoids within a 10-ft.-radius emanation","duration":"1 hour\/level","saving_throw":"Will negates","spell_resistance":"Yes","description":"This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed.\nWhen casting the spell, you must specify a condition that will end it (Wait here until the dragon arrives), even if that condition can never feasibly be met (Stay here until the sun shines at night).\nSubjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition).\nFor every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell's effect.\nSo long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed).\nLikewise, any creatures removed from the area are freed from the spell's effects.\nMaterial Component: A drop of pine resin.","short_description":"This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed.","material_components":"0","name":"Transfix","level":"Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6","full_text":"<div><p><h5>Transfix<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Enchantment (Compulsion)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 6 \/ Wizard 6 \/ Wu Jen 6<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 round<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 hour\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed.<br \/>When casting the spell, you must specify a condition that will end it (&quot;Wait here until the dragon arrives&quot;), even if that condition can never feasibly be met (&quot;Stay here until the sun shines at night&quot;).<br \/>Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition).<br \/>For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell&#39;s effect.<br \/>So long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed).<br \/>Likewise, any creatures removed from the area are freed from the spell&#39;s effects.<br \/>Material Component: A drop of pine resin.<\/p><\/p>Reference: Complete Arcane<\/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":"50-ft.-radius spread","duration":"1 round\/level","saving_throw":"None and Fortitude partial; see text","spell_resistance":"Yes","description":"A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering sphere.\nAll sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude save for half).\nLike fireball, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.\nBlistering radiance counters or dispels any darkness spell of equal or lower level.\nMaterial Component: A bit of tinder and a small lens.","short_description":"A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering ...","material_components":"0","name":"Blistering Radiance","level":"Cleric 5 \/ Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Blistering Radiance<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Cleric 5 \/ Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Long (400 ft. + 40 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None and Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering sphere.<br \/>All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude save for half).<br \/>Like fireball, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.<br \/>Blistering radiance counters or dispels any darkness spell of equal or lower level.<br \/>Material Component: A bit of tinder and a small lens.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"Cloud spreads in a 20-ft.-radius, 20 ft. high (S)","area":"","duration":"3 rounds\/level","saving_throw":"None","spell_resistance":"No","description":"This spell creates an amorphous cloud of inky blackness that you can shape and move as desired.\nWhile you concentrate on it, the darkness can move up to 20 feet per round, either floating through air or seeping through the smallest cracks.\nThe cloud stops all light and sound, so creatures within it (or creatures whose sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision), in addition to being unable to speak or cast spells with verbal components.\nAs well, creatures entirely within the cloud have total concealment.\nA moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.\nMaterial Component: A whisker from a black cat and a tiny bottle of smoke captured on a moonless night.","short_description":"This spell creates an amorphous cloud of inky blackness that you can shape and move as desired.","material_components":"0","name":"Creeping Darkness","level":"Wu Jen 4","full_text":"<div><p><h5>Creeping Darkness<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>Cloud spreads in a 20-ft.-radius, 20 ft. high (S)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>3 rounds\/level<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>No<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates an amorphous cloud of inky blackness that you can shape and move as desired.<br \/>While you concentrate on it, the darkness can move up to 20 feet per round, either floating through air or seeping through the smallest cracks.<br \/>The cloud stops all light and sound, so creatures within it (or creatures whose sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision), in addition to being unable to speak or cast spells with verbal components.<br \/>As well, creatures entirely within the cloud have total concealment.<br \/>A moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.<br \/>Material Component: A whisker from a black cat and a tiny bottle of smoke captured on a moonless night.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, AF","casting_time":"1 standard action","range":"Medium (100 ft. + 10 ft.\/level)","target":"","effect":"2-ft.-radius sphere","area":"","duration":"1 round\/level (D)","saving_throw":"Fortitude partial; see text","spell_resistance":"Yes","description":"A cloudy gray sphere of whirling air and howling wind flies to attack your enemies and hurl them to the sky.\nAs a move action, you can make the sphere travel up to 30 feet per round and strike the creature or object you indicate as a ranged touch attack.\nAny creature struck by the sphere takes 3d6 points of damage from the force of its winds.\nIn addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone.\nCreatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8x10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal.\nIf some obstacle prevents the target creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.\nThe sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell's range.\nFocus: A gray pearl worth at least 100 gp.","short_description":"A cloudy gray sphere of whirling air and howling wind flies to attack your enemies and hurl them to t...","material_components":"0","name":"Defenestrating Sphere","level":"Sorcerer 4 \/ Wizard 4","full_text":"<div><p><h5>Defenestrating Sphere<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 4 \/ Wizard 4<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, AF<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Medium (100 ft. + 10 ft.\/level)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>2-ft.-radius sphere<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Fortitude partial; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>A cloudy gray sphere of whirling air and howling wind flies to attack your enemies and hurl them to the sky.<br \/>As a move action, you can make the sphere travel up to 30 feet per round and strike the creature or object you indicate as a ranged touch attack.<br \/>Any creature struck by the sphere takes 3d6 points of damage from the force of its winds.<br \/>In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone.<br \/>Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8&#215;10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal.<br \/>If some obstacle prevents the target creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.<br \/>The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell&#39;s range.<br \/>Focus: A gray pearl worth at least 100 gp.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"Line up to close range (25 ft. + 5 ft.\/2 levels)","duration":"Instantaneous","saving_throw":"Reflex half","spell_resistance":"Yes","description":"With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path.\nAny creatures caught in the spell's area take 1d6 points of damage per caster level (maximum 10d6).\nThis spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.","short_description":"With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth...","material_components":"0","name":"Earthbolt","level":"Wu Jen 3","full_text":"<div><p><h5>Earthbolt<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 3<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path.<br \/>Any creatures caught in the spell&#39;s area take 1d6 points of damage per caster level (maximum 10d6).<br \/>This spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"","effect":"","area":"10-ft.-radius burst","duration":"Instantaneous","saving_throw":"Reflex half or Reflex negates; see text","spell_resistance":"Yes","description":"When you cast this spell, you designate a target composed of one of the five wu jen elements--earth, fire, metal, water, and wood.\nThe target then releases magical energy in a sudden, explosive burst, as follows: Wood,Metal, or Earth: The target throws off sharp slivers and fragments; creatures within the burst take 1d8 points of damage (Reflex save for half damage).\nFire: The target shoots out glowing sparks that deal 1d8 points of fire damage to creatures within the burst (Reflex save for half damage).\nWater:Water pushes out in a fierce wave, knocking creatures within the area prone unless they make successful Reflex saves.\nCreatures get a +4 bonus on their saving throws for each size category they are larger than Medium, or a -4 penalty for each size category smaller than Medium.\nExceptionally stable creatures, such as dwarves or creatures with four legs, get an additional +4 bonus.\nThe spell does not noticeably affect the structure or form of the target object.","short_description":"When you cast this spell, you designate a target composed of one of the five wu jen elements--earth, ...","material_components":"0","name":"Elemental Burst","level":"Wu Jen 1","full_text":"<div><p><h5>Elemental Burst<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex half or Reflex negates; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>When you cast this spell, you designate a target composed of one of the five wu jen elements&#8212;earth, fire, metal, water, and wood.<br \/>The target then releases magical energy in a sudden, explosive burst, as follows: Wood,Metal, or Earth: The target throws off sharp slivers and fragments; creatures within the burst take 1d8 points of damage (Reflex save for half damage).<br \/>Fire: The target shoots out glowing sparks that deal 1d8 points of fire damage to creatures within the burst (Reflex save for half damage).<br \/>Water:Water pushes out in a fierce wave, knocking creatures within the area prone unless they make successful Reflex saves.<br \/>Creatures get a +4 bonus on their saving throws for each size category they are larger than Medium, or a -4 penalty for each size category smaller than Medium.<br \/>Exceptionally stable creatures, such as dwarves or creatures with four legs, get an additional +4 bonus.<br \/>The spell does not noticeably affect the structure or form of the target object.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Touch","target":"Creatures or objects touched","effect":"","area":"","duration":"1 round\/level; see text","saving_throw":"See text","spell_resistance":"Yes","description":"One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch.\nYou take no damage or penalties from the flames, but on a melee touch attack, an emerald flame fist deals 3d6 points of fire damage +1 point per caster level (maximum +20).\nThe creature you touch must then succeed on a Fortitude save or be engulfed by the fiercely hot aura of flame.\nEach round on your turn, a creature engulfed in the flaming aura takes 3d6 points of fire damage +1 point per caster level (maximum +20) until the spell ends (Fortitude save each round for half).\nYou can use your flaming touch attack repeatedly until one of your targets is engulfed, at which point the flame leaves your hand.\nYou can use this spell to attack an object.\nNonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.","short_description":"One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a t...","material_components":"0","name":"Emerald Flame Fist","level":"Sorcerer 7 \/ Wizard 7","full_text":"<div><p><h5>Emerald Flame Fist<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 7 \/ Wizard 7<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Touch<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level; see text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>See text<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch.<br \/>You take no damage or penalties from the flames, but on a melee touch attack, an emerald flame fist deals 3d6 points of fire damage +1 point per caster level (maximum +20).<br \/>The creature you touch must then succeed on a Fortitude save or be engulfed by the fiercely hot aura of flame.<br \/>Each round on your turn, a creature engulfed in the flaming aura takes 3d6 points of fire damage +1 point per caster level (maximum +20) until the spell ends (Fortitude save each round for half).<br \/>You can use your flaming touch attack repeatedly until one of your targets is engulfed, at which point the flame leaves your hand.<br \/>You can use this spell to attack an object.<br \/>Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 minute","saving_throw":"Reflex special; see text","spell_resistance":"","description":"This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red to brilliant yellow), projecting beams of bright light that clearly illuminate a 5-foot-square area to a range of 5 feet.\nBy fixing your sight on one spot within 60 feet as a full-round action, you can cause combustible materials to burst into flames, and though you cannot target living creatures with this effect, creatures carrying or wearing items you ignite take 1d6 points of fire damage and must make a DC 15 Reflex save or catch on fire themselves.","short_description":"This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red t...","material_components":"0","name":"Fiery Eyes","level":"Wu Jen 1","full_text":"<div><p><h5>Fiery Eyes<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 1<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 minute<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Reflex special; see text<br\/><\/td><\/tr><\/table><p>\t<p>This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red to brilliant yellow), projecting beams of bright light that clearly illuminate a 5-foot-square area to a range of 5 feet.<br \/>By fixing your sight on one spot within 60 feet as a full-round action, you can cause combustible materials to burst into flames, and though you cannot target living creatures with this effect, creatures carrying or wearing items you ignite take 1d6 points of fire damage and must make a DC 15 Reflex save or catch on fire themselves.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S","casting_time":"1 standard action","range":"Personal","target":"You","effect":"","area":"","duration":"1 round\/level","saving_throw":"","spell_resistance":"","description":"As a standard action, you can breathe a gout of flame once per round for the duration of the spell.\nYou make a ranged touch attack with the flame (to a maximum range of 15 feet), dealing 1d8 points of fire damage per two caster levels (maximum 10d8) on a successful hit.\nFire breath ignites combustibles and damages objects in the area, and it can melt metals with low melting points (such as lead, gold, copper, silver, and bronze).\nThe spell does not function underwater.","short_description":"As a standard action, you can breathe a gout of flame once per round for the duration of the spell.","material_components":"0","name":"Fire Breath","level":"Wu Jen 5","full_text":"<div><p><h5>Fire Breath<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Wu Jen 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Personal<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level<br\/><\/td><\/tr><\/table><p>\t<p>As a standard action, you can breathe a gout of flame once per round for the duration of the spell.<br \/>You make a ranged touch attack with the flame (to a maximum range of 15 feet), dealing 1d8 points of fire damage per two caster levels (maximum 10d8) on a successful hit.<br \/>Fire breath ignites combustibles and damages objects in the area, and it can melt metals with low melting points (such as lead, gold, copper, silver, and bronze).<br \/>The spell does not function underwater.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"Close (25 ft. + 5 ft.\/2 levels)","target":"One or more allied creatures, no two of which can be more than 30 ft. apart","effect":"","area":"","duration":"1 round\/level (D)","saving_throw":"Will negates (harmless)","spell_resistance":"Yes (harmless)","description":"This spell functions like fire shield (see page 230 of the Player's Handbook), except as noted above.","short_description":"This spell functions like fire shield (see page 230 of the Player's Handbook), except as noted above....","material_components":"0","name":"Fire Shield, Mass","level":"Sorcerer 5 \/ Wizard 5 \/ Warmage 5","full_text":"<div><p><h5>Fire Shield, Mass<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Sorcerer 5 \/ Wizard 5 \/ Warmage 5<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>Close (25 ft. + 5 ft.\/2 levels)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>1 round\/level (D)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>Will negates (harmless)<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes (harmless)<br\/><\/td><\/tr><\/table><p>\t<p>This spell functions like fire shield (see page 230 of the Player&#39;s Handbook), except as noted above.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"},{"school":"Evocation","subschool":"","components":"V, S, M","casting_time":"1 standard action","range":"0 ft.","target":"","effect":"One magical shuriken\/3 levels","area":"","duration":"Instantaneous","saving_throw":"None","spell_resistance":"Yes","description":"This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any target within range.\nYou are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19-20, and deal 3d6 points of fire damage each on a successful hit (though you and your possessions take no damage as the shuriken are thrown).\nAny additional damage dealt by the fire shuriken (including Strength and sneak attack bonuses) is also fire damage.\nThe shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.\nYou can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.\nMaterial Component: A shuriken coated with pine sap and sulfur.","short_description":"This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any ...","material_components":"0","name":"Fire Shuriken","level":"Assassin 2 \/ Wu Jen 2","full_text":"<div><p><h5>Fire Shuriken<\/h5><\/p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'> <tr maxcol='3' curcol='3'><td width='25%'\/><td>Evocation<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:<\/b><br\/><\/td><td>Assassin 2 \/ Wu Jen 2<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:<\/b><br\/><\/td><td>V, S, M<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:<\/b><br\/><\/td><td>1 standard action<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:<\/b><br\/><\/td><td>0 ft.<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:<\/b><br\/><\/td><td>One magical shuriken\/3 levels<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:<\/b><br\/><\/td><td>Instantaneous<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:<\/b><br\/><\/td><td>None<br\/><\/td><\/tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:<\/b><br\/><\/td><td>Yes<br\/><\/td><\/tr><\/table><p>\t<p>This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any target within range.<br \/>You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19-20, and deal 3d6 points of fire damage each on a successful hit (though you and your possessions take no damage as the shuriken are thrown).<br \/>Any additional damage dealt by the fire shuriken (including Strength and sneak attack bonuses) is also fire damage.<br \/>The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.<br \/>You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.<br \/>Material Component: A shuriken coated with pine sap and sulfur.<\/p><\/p>Reference: Complete Arcane<\/div>","reference":"User"}],[],[],[],[],[],[],[],[]]